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Alt images for infantry (**)
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jul 23, 2006 8:18 pm    Post subject:  Alt images for infantry (**) Reply with quote  Mark this post and the followings unread

Alternate images for infantry

Step I:
Art. You can simply recolor the infantry to light allied for an.. improved.. look. Put in an ecache(MD)XX mix.

Step II:
Coding.

Say you want to give.. the Conscript.. snow-cameo.

Open Rules/RulesMD, hit Ctrl-F, type '[E2', and press enter.

You should see this
[E2]
UIName=Name:E2
Name=Conscript
Image=CONS
Category=Soldier
Primary=M1Carbine
Occupier=yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=125
Armor=flak
TechLevel=1
Pip=white
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=100
Soylent=20
Points=5
IsSelectableCombatant=yes
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=ConscriptDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=M1CarbineE
IFVMode=2

Under 'Primary=M1Carbine*', put 'AlternateArcticArt=yes'.

Save, close Rules/RulesMD, open Art/ArtMD, hit Ctrl-F, type '[CONS]', and hit enter.

You should see this
[CONS] ; Conscript
Cameo=E2ICON
AltCameo=E2UICO
Sequence=ConSequence
Crawls=yes
Remapable=yes
FireUp=6
PrimaryFireFLH=60,0,100

Copy this, paste it below, and edit it to

[CONSA] ; Arctic Conscript
Cameo=E2ICON
AltCameo=E2UICO
Sequence=ConSequence
Crawls=yes
Remapable=yes
FireUp=6
PrimaryFireFLH=60,0,100

Save, exit, and play RA2/YR.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI 

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Sun Jul 23, 2006 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice. thats the code they use for the seal to have an diifrent look in artic maps

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Jul 23, 2006 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too long and boring. Cut the codes out and it will be a nice, clean tutorial.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jul 23, 2006 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chrisse wrote:
nice. thats the code they use for the seal to have an diifrent look in artic maps


Yep.

Took me a while to figure out why GI's had no cameo and weird art on snow maps.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jan 17, 2007 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

really all u need was to say was

(1) add 'AlternateArcticArt=yes' to whatever inf unit u want to use a different uniform or whatever on snow maps for example GI

(2) in art copy that units art but add A a to the end of name so for instance [GIA], [TANYA], etc

(3) have a shp called GIA etc in ecache mix with a XX number do 10+ since community patches

Then load up snow map, build inf and enjoy

The more adventurous could change snow theater to something more exotic or so that unit has completely different look on that map (e.g. nude or wearing a hat or turn in a woman etc, etc)

amended Razz

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Last edited by Allied General on Wed Jan 17, 2007 12:24 pm; edited 1 time in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jan 17, 2007 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean TANYA, not TANYAA, since normal is [TANY] :p

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Wed Jan 17, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm could this work on tanks?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jan 17, 2007 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

uh no for obvious reasons since not implemented for anything else except [InfantryTypes]

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Jan 18, 2007 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
uh no for obvious reasons since not implemented for anything else except [InfantryTypes]


Implemented to buildings..but in a very different way Smile..but I wonder, Could a future Rock patch (wishful thinking) fix it so that vxls can have alternate images...

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Jan 18, 2007 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Has anyone tried using the building alt image method on infantry or vehicles? I bet it's worth a try.

You never know if the game will read voxels and/or infantry shps out of isotem(md).mix

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Thu Jan 18, 2007 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

EDIT: I misunderstood what was being discussed, I apologize.

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