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Modding Red alert 2: Yuri's Revenge super weapons
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sareth
Civilian


Joined: 01 May 2008

PostPosted: Thu May 01, 2008 10:58 pm    Post subject:  Modding Red alert 2: Yuri's Revenge super weapons
Subject description: I'm new to C&C modding
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I've downloaded a Yuri's Revenge mod named: C&C Reloaded. The mod features 2 additional Nod and GDI sides, allowing a total of 5 sides in game.

Anyway, I've been wanting to tweak the GDI's Ion cannon and the Soviet's Nuclear missile, with an increased blast radius but with a longer charge time. Can someone help me out here please?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu May 01, 2008 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. If there is no loose rulesmd.ini in your Redalert2:YR directory where you installed the mod you need to extract it from one of the expandmdXX.mix files with XCC Mixer. (where XX is 21 to 46 for the expandmdXX.mix)

Open the rules and find [NUKE] (use Wordpad's built in search function)

Now edit CellSpread= to change the Nukes Radius. Just be warned that there is a limit on how big the radius can be before the game will crash. I think it was 10 or 11 so its already at or very near its maximum radius already

For the Ion Cannon search for [MutateExplosion] and change its CellSpread= , just remember it has the same radius limitation as the nuke and all other warheads (Max 10 or 11 radius Rolling Eyes )

2. To edit recharge time find these two:
[NukeSpecial]
[GeneticConverterSpecial]
and edit
RechargeTime=

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 02, 2008 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. If there is no loose rulesmd.ini in your Redalert2:YR directory where you installed the mod you need to extract it from one of the expandmdXX.mix files with XCC Mixer. (where XX is 21 to 46 for the expandmdXX.mix)

that bit is all bs

you need xcc utilities and you need to extract the rulesmd from the mod

however i'm not sure if you can due to its installer, how files are compressed.

it would make more sense to learn how to code basic things first.

superweapons have always required moderate skill level.

finally no-one is gonna give you the inis or alrite solution as if your privately modding someone elses work support is limited.

_________________

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun May 04, 2008 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
1. If there is no loose rulesmd.ini in your Redalert2:YR directory where you installed the mod you need to extract it from one of the expandmdXX.mix files with XCC Mixer. (where XX is 21 to 46 for the expandmdXX.mix)

that bit is all bs

you need xcc utilities and you need to extract the rulesmd from the mod

however i'm not sure if you can due to its installer, how files are compressed.

Hey Allied General!
sareth asked two very specific questions I knew the aswer too, I see nothing wrong with just changing two or four simple values, its no bullshit here!

If you got a problem with me helping someone like sareth PM me instead of writing this degrading stuff

And about XCC: Some mods dont have the rulesmd.ini in a mix file. I took a quick look at C&C Reloaded that Ive previously extracted some time ago and dont remember if FS-21 put the rulesmd.ini in a mix file or keept it loose for easier editing of it.

Allied General wrote:
it would make more sense to learn how to code basic things first..

But he wants to change 2 or 4 simple superweapon lines

Allied General wrote:
superweapons have always required moderate skill level.

But he just want to change the radius and recharge time Laughing

Allied General wrote:
finally no-one is gonna give you the inis or alrite solution as if your privately modding someone elses work support is limited.

But what if Im helping or give him support?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun May 04, 2008 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Then we're glad it's your time you're wasting and not ours.

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sareth
Civilian


Joined: 01 May 2008

PostPosted: Sun May 04, 2008 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really appreciate the help your giving me guys, and don't argue with each other, your all great at helping me out Smile

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sareth
Civilian


Joined: 01 May 2008

PostPosted: Sun May 04, 2008 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I tweaked the Ion cannon to feature UBER POWER, and trust me, it kills a base apart from strong structures such as a; construction yard, ion cannon control, temple of nod, etc.

Anyway, tweaking the nuke doesn't seem to work for me, and changing the charge time for the ion cannon to 1 doesn't work either :S

Do I need to reset the mod and restart it, for things to work? Because I was editing it whilst the mod was active but no game running.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun May 04, 2008 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woops Very Happy

You need to edit the Rulesmd.ini where you extracted the mod from its Zip file (same directory/folder as where the C&C Reloaded Mod Manager is located)

If I remember correctly the C&C Reloaded Mod Manager program copies that Rulesmd.ini to your Redalert2:YR directory/folder and then deletes it again when you exit the game or the Mod Manager program.

And you cant edit the Rulesmd.ini while the game or mod manager is running.

That should solve your problem I think.

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