The only difference between adding a unit to the rules file and a map is that in map you cannot add new art assets. Beyond that it's absolutely the same. QUICK_EDIT
omg, just click at them and place them into the f*cking map! (sorry, got mad) they're already there if you've coded them at rules/art ini _________________
ok i see what you need so this is what you have to do.
Open wordpad.
Open your map in wordpad
Copy the new unit you made thats in your edited rule.ini to the bottum of the wordpad as long as it doesn't use a new artfile and you make sure you copy the part of list for the unit in Unitlist it should work.
Heres a quick example:
----------------------------------------------------------
^loads of map text that will be very long
***Unitlist***
-
-
-
100(wot ever next new number should be)=MBUGGY
[MBUGGY]
Name=Missle attack buggy
blah blah blah you get the idea i hope _________________
Joined: 10 Apr 2006 Location: 7th Layer of frozen (you get the picture)
Posted: Mon Apr 10, 2006 10:31 pm Post subject:
If you would make a tutorial on how to make hvas with hva builder Banshee, that would be freakin' sweet. I can make awesome voxels, but I would like to know how to make turrets work, too. _________________ I am the king, and the king is good. QUICK_EDIT
i have a tut request how to make sequences for shp units
i cant figure it out or someone could just give me the sequences for the firestorm units core defender and cyborg reaper since they were made before sequences were in the games _________________ Global Genocide Website QUICK_EDIT
I have a request, I want to make a second artilarty type for GDI with farther range, better accuracy and a 10 second rate of fire (using the rules.ini(basically I want to know how to copy weapons and vehicles and make the copied versions different)
like: NOD artillary being the normal one and GDI artillary being the copied and modified version. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 06 Mar 2006 Location: On the battlefield destroying GDI and Nod
Posted: Thu Apr 20, 2006 12:38 pm Post subject:
OMG you just copy rename copy rename the fire rate is ROF= tag the range=tag is range. God Look around first. And be sure you post is in the right forum. QUICK_EDIT
Why did you create the reaper and the defender as infantry in the first place, then? They make much more sense as vehicles... and you don't need any sequences then. QUICK_EDIT
yeah i changed it but when the big guy is created his hed aperes in the roof and i dont like that but its ok _________________ Global Genocide Website QUICK_EDIT
Barrels are for turreted voxels only. Originally, in TS they would aim up or down dependant upon their target, but that got removed in Ra2, in favor of just using the static 'fire angle'. It's pointless to make a BARL voxel for something that doesn't have a turret. You could euther make the chassis and barrel all one voxel, or add it in as another voxel section. _________________
Joined: 20 May 2005 Location: Defiance Industries HQ, Antarctica
Posted: Sun Jul 09, 2006 8:35 pm Post subject:
Here is a simple request (i hope), ok i have the animations and the rest of the shps and i have edited the rulesmd.ini and artmd.ini but in game the building will not be displayed on the sidebar and if i have something that has the prerequsit of the building it acts as if any building is it. In short i need a how to add a building tutorial. Thx _________________ Defiance Industries: We prefur to call it well prepaired not over kill.
Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky. QUICK_EDIT
i got a tutorial request (been a while since you had a one of these ). how do you make carpet bombs, dropping from a plane. so that there's loads of little bombs dropping in a line and slowly dropping on the enemies heads. i've got the voxels/SHPs i need for it.. just need to know how to code it in my rules and art files.
i need to find out abot cell tags and how to use them you see the finalsun deon't tell you much about this item at all its important to member to understand how it works.
dcoder this i very important to mission objective indepth knowleage on cell tags and triggers ,chage sides and editing snigle player mission I.E ion storms start and stop . _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Tue Feb 20, 2007 6:11 pm Post subject:
i just realized this topic so ill ask here. how do i add shapes and voxels to my mod? im very confused. i didnt make any since i really suck at it but how do i add the shapes to the game? is there a way to find the proper code? is there a proper place besides the RA2 directory? QUICK_EDIT
Posted: Wed May 02, 2007 4:58 pm Post subject:
A guide that introduces the editorial program
Can someone please make a guide for the editor, that explaines its functions step by step, screenshots on every step would be extra helpfull. A guide that goes through the editor step by step and lets you do the things described in the guide while you read them, like the Heroes5 tutorial for the map editor or the tutorial for the elder scrolls 3 construction set.
The guide should have a goel, for example to make a new faction and a map. The guide describes step by step what you have to do and you just read and follow the instructions and do what's described. The guide should let you do both own new units and importing already existing units and buildings. Because when you know have to make a new faction you also know have to edit an already existing faction. So it would be optimal for the learning to have to make a whole new faction.
The guide should be very simple and very explaining, like explaining for a child. It would be optimal if the guide contained screenshots from the editor on every stage of the modding process and screenshots on how the changes made in the editor affects the game.
So then when you start modding and gets a bit unsure, you just have to look in the guide to see how they did there.
It would be were helpfull for us newbies with a guide like this, that introduces the editor to you in a simple way.
Edit: The guide would be great if it were as explaining as this:
That's why I pin up a notice about someone making a tutorialguide for the XCC editor. That would be very helpful for us newbies, but I guess I'll have to learn the hard way like everyone else. But if there were a guide like that, nobody would have to ask questions because the easy tutorialguide would explain everything.
Should I test Final Alert, btw what's that? QUICK_EDIT
Hmm... I'm wondering so if you add new unit like [YURI] thing then it replaces teh yuri.
So how i can make units they don't replace any other units? QUICK_EDIT
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