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 Forum index » Modding Central » Red Alert 2 Editing Forum
Vehicles,Infantrys,Buildings when destroyed
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- geno -
Energy Commando


Joined: 29 May 2003
Location: Las Pinas, Philippines

PostPosted: Fri Jul 04, 2003 10:32 am    Post subject:  Vehicles,Infantrys,Buildings when destroyed Reply with quote  Mark this post and the followings unread

is this an advance topic, Pls. move this topic to RA2 BATTLE LAB
-----------------------------------------------------
can someone help


like in TS when an infantry was killed by a flame it will leave a fire

and the vehicle or building when exlploded it leave a fire

can this be used in YR

how to do that
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MMk4C01
Cyborg Soldier


Joined: 26 May 2003
Location: In a cardboard box, in a van, by the river

PostPosted: Tue Jul 08, 2003 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

i think it has to do with explotions
or debris
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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Jul 08, 2003 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

A death weapon, or explosions for buildings, search the inis for 'fire', there is a tag that is something like residualfire=yes add that line to the appropriate weapons and hey presto residual fire.

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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Tue Jun 01, 2021 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a tweak (whether ARES or YR source) to make these unused animations work?

https://static.wikia.nocookie.net/cnc_gamepedia_en/images/c/cb/Allied_Construction_Yard_animation_1.gif/revision/latest/scale-to-width-down/284?cb=20180801163758

https://static.wikia.nocookie.net/cnc_gamepedia_en/images/b/b8/Soviet_Construction_Yard_animation_2.gif/revision/latest/scale-to-width-down/338?cb=20180801164030

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 01, 2021 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bumping an 18 year old topic, for a random unrelated question...

Use the DestroyAnim= tag on a building.

Some of the unused destroy anims are already in the game's rules code but they have been disabled by placing ";" in front of the tag, you can simply delete it to re-enable the animation.

The destroy animations are somewhat broken though as they use the wrong pal & can cause crashes. I think Ares fixed those issues though.
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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Wed Jun 02, 2021 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Bumping an 18 year old topic, for a random unrelated question...


Sorry sir my bad i don't want to waste an effort to make a new topic thus i stumbled upon this Very Happy.


Quote:
Use the DestroyAnim= tag on a building.

Some of the unused destroy anims are already in the game's rules code but they have been disabled by placing ";" in front of the tag, you can simply delete it to re-enable the animation.

The destroy animations are somewhat broken though as they use the wrong pal & can cause crashes. I think Ares fixed those issues though.


Gladly i have ARES thus these unused destroyed animation will run with no issues whatsoever Smile.

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