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i need help in FA2
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tjh1127
Vehicle Driver


Joined: 16 May 2009

PostPosted: Sat May 16, 2009 4:00 pm    Post subject:  i need help in FA2
Subject description: modding what units can attack, modding tech oil, modding what paratrooper drop
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ok, so i suck at this, and im getting so frustrated. i want to be able to mod units so they can attack other things E.G. - prizm tanks can attack rocketeers. and i wanna know how to make tech oil make infinite money and be invincible, also, how do i make the game fast build.and how do i change what paratroopers drop. and telling me the basics wont help, cuz i dontk now the INI names of anything, or anything at all..i need some serious help!!! im always on AIM so you can IM me if that helps ..thanks so much guys!

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Judeau
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Joined: 28 Feb 2004

PostPosted: Sat May 16, 2009 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stop saying words.

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tjh1127
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Joined: 16 May 2009

PostPosted: Sat May 16, 2009 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

good one.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat May 16, 2009 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

But there are already maps like that out there. Just join some random match.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sat May 16, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well from what you are saying, I really dont know where to have you start, I guess the best thing for now would be to go online and download the XCC utilities to extract your ini files and go from there with trial and error, because it would take mass amount of time and typing to explain it all, there are alot of tutorials out there that will help you along the way, but dont run away from this site, stick around and keep posting bro, Good luck

I will tell you this though for now cause so simple, open your map file located in your RA2 folder with word pad and add this for your money

[CAOILD]
ProduceCashAmount=100000

this will give you the infinite money, but make sure you have oil derricks placed on map, and you will only need 1 per person...

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Sat May 16, 2009 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

First off, for the love of god, PLEASE use proper grammar, looking at your typing is straining my eyes.

Now that thats out of the way:
Quote:
Prism Tanks can attack rocketeers.


If you want to change what type of terrain a weapon will shoot at(ground, water, air), you look at the weapons projectile which is defined under Projectile= on the unit's weapon. Look at the tags under the projectile list for the descriptions(If you look at the unedited rules.ini)

Quote:
and I want to know how to make a tech oil derrick make infinite money


ProduceCashAmount and ProduceCashDelay are the tags you want to edit here, if you lower ProduceCashDelay too far, it won't produce any cash(it broke for me below 10)

Quote:
and be invincible


Immune tag is what you want to slap on your building here. Immune=yes will make it impossible to damage.

Quote:
How do I make the game fast build?


BuildSpeed under [General]

Quote:
and how do I change what paratroopers drop


If you mean what units a paradrop gives, look at this section, its self explanitory so I'm not saying anything on it other than this is also under [General]

Code:
;GEF
;************ American Paradrop Special Rules ***********
;These two lists _must_ have the same number of elements, otherwise bad crashiness will result

;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop
;AmerParaDropNum=6,6,6 ;How many of each of those infantry

AmerParaDropInf=E1 ;Types of infantry for the planes to drop
AmerParaDropNum=8 ;How many of each of those infantry

AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=6 ;How many of each of those infantry

SovParaDropInf=E2 ;Types of infantry for the planes to drop
SovParaDropNum=9 ;How many of each of those infantry

YuriParaDropInf=INIT ;Types of infantry for the planes to drop
YuriParaDropNum=6 ;How many of each of those infantry

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tjh1127
Vehicle Driver


Joined: 16 May 2009

PostPosted: Mon May 18, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Condesending though some of you may be, I appreciate the help none the less. lol, and sorry about the grammar last time around, I was fairly hammered. Where do I access to the unedited rules.ini? Thanks again guys!

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Lexa
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Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Mon May 18, 2009 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

XCC Mixer -> click File -> open Ra2.mix -> click local.mix -> extract rule.ini

or download the inis at the internet.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon May 18, 2009 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Lexa wrote:
XCC Mixer -> click File -> open Ra2.mix -> click local.mix -> extract rule.ini

or download the inis at the internet.


Better yet, just use the search function of XCC Mixer (Ctrl+F) and type "rule*.ini". That way it will show any/all "rules.ini" or "rulesmd.ini" you have.

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tjh1127
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Joined: 16 May 2009

PostPosted: Mon May 18, 2009 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ok so im starting to get it. what is a prism tank labeled as in INI format?

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tjh1127
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Joined: 16 May 2009

PostPosted: Mon May 18, 2009 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

[CAOILD]
Cost=1500
Owner=French,Americans,Alliance,Germans,British
Prerequisite=def
RequiredHouses=French,Americans
ProduceCashDelay=0
ProduceCashAmount=10000000


what seems wrong here? when i capture the thing it doesnt produce any money

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Mon May 18, 2009 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

tjh1127 wrote:
ok so im starting to get it. what is a prism tank labeled as in INI format?


[SREF]

tjh1127 wrote:
[CAOILD]
Cost=1500
Owner=French,Americans,Alliance,Germans,British
Prerequisite=def
RequiredHouses=French,Americans
ProduceCashDelay=0
ProduceCashAmount=10000000


what seems wrong here? when i capture the thing it doesnt produce any money


0 is invalid (ProduceCashDelay). Put at least 1 or 2.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon May 18, 2009 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Lexa wrote:

0 is invalid (ProduceCashDelay). Put at least 1 or 2.


Apex wrote:

Quote:
and I want to know how to make a tech oil derrick make infinite money


ProduceCashAmount and ProduceCashDelay are the tags you want to edit here, if you lower ProduceCashDelay too far, it won't produce any cash(it broke for me below 10)


So, which one of you is correct?

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tjh1127
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Joined: 16 May 2009

PostPosted: Mon May 18, 2009 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok got it, jeez theres so much to figure out, so nwo if i want a prism tank to shoot air, i put projectile= ? air, or is there anactual format name for each weapon? if so, whats one for ground to air to put under projectile? thanks again guys..huge help

i just played this map i made with all this stuff, and for some reason about half way through the game it wont let me produce any more units. it will highlight them and i can put up to thirty in qeue like normal, but it wont actual produce..what now?

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tjh1127
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Joined: 16 May 2009

PostPosted: Mon May 18, 2009 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOW SO MANY PROBLEMS, no for some reason, the game is like cycling, once the money max's out from the oil, it does down, and u cant build during th down time, and when it hits zero it starts to go back up and then u can build again, also apacolypse tanks are upgraded to elites after killing one thing, no matter what it is!!!! soo many help

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon May 18, 2009 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

1)Dunno about money madness. Seems interesting in concept. Forced people to choose what they want to build in a limited ammount of time.

2)Remember that veterancy system work on price system - each unit has to kill a certain ratio of enemy units prices to its own prices. So, ifapoc costs 10 and conscript still 100, it will pretty much instantly become elite. Lower prices tend to have this tendency. You need to balance out the prices.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like you made a typing boo-boo, just put this in yer map, you dont need cash delay, or cash start up, just simply put

[CAOILD]
ProduceCashAmount=1000000

It'll go on and on forever, and by the time someone gets around to killing yer oil derrick you should already have more cash than you will be able to spend in 500 games

and yea if you changed the price to say like Cost=0 for testing purposes, yea it will pretty much become elite instantly, and no offense but why would you want a prism tank to have AA.

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

you called it. it costed 1, i dont remember doing that. do u know how to make prism tanks shoot air units? i tried giving them the projectile qualitys of aegis, and what i thoght was flak tnaks. but instead they just turned towards the air units but didnt shoot. what do i need to put under projectile to get them to shoot air. is there anything else i need to put on sref to get them to shoot air other then projectile? thanks again for all ur guys help

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

um if ya really want the prism to have AA, then add a secondary weapon

Secondary=Medusa ;or any other ground to air weapon, i think theres a few of them
Turret=yes

Also remeber this, if you use a wepon, and you alter that weapon, if something else uses that same weapon it to will fire that altered weapon, so be wise and be careful. Or just create your own weapon.

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tjh1127
Vehicle Driver


Joined: 16 May 2009

PostPosted: Tue May 19, 2009 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

i added the seconday and turret rules, it didnt help, still wont go AA how do i make my own weapon?!?

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

AmerParaDropInf=E2,GHOST,WEEDGUY
AmerParaDropNum=15,15,15


why isnt this working?

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Tue May 19, 2009 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

WEEDGUY is a hack infantry and NOT to be used.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

code deleted

Last edited by crevio on Tue May 19, 2009 2:03 am; edited 1 time in total

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tjh1127
Vehicle Driver


Joined: 16 May 2009

PostPosted: Tue May 19, 2009 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

wow, thats a lot more involved then just those two original lines..lol, thakns though, ill test it out, weed guy is already in this file that im messin with i dont notice anything weird about it. why is it NOT to be used lol

whats the rule file name for grand cannon.

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

nope, big gicantic file thing didnt make them aa lol..any other ideas?

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

looks like sref is coded to use the charge turret wont allow you to use AA unless you replace Comet with Medusa, yer only gonna have 1 or the other.

WeedGuy is for the Nuke Missile I believe

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

bastard sref...well i have seen no nukes out of anything...weird. any answers to the paradrop problem?

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

you need to take a look at the tutorials, do some searching, and do alot of stuff yer self, else you will never learn and become dependent on everyone else for the answers. Alot of people will help you but we are not gonna do it all for you. just fool around, read tutorials, and soon enough youll understand what does what, and what dosent

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

well ill do that, but that whole big file u gave me crashed the game every time i open it now..

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

well thats wierd cause i stuck it in mine and it worked just fine except for the medusa weapon, just open yer file and delete it.

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tjh1127
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Joined: 16 May 2009

PostPosted: Tue May 19, 2009 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

ive read all kinds of tutorials, but they always refer to shit as the rules format names, and i dont know those. know of any where i can learn them?

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

use up some of the civilian vehicles, let your mind go wild, add some weapons and different images, see what you can come up with. there is a site that lists the unused weapons and vehicles, Im thinking MadHQ has the list. try doing that.

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue May 19, 2009 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

all that stuff is in your Rulles.ini file. open it up and study it. All the vehicles, weapons, audio/visual, general, etc,etc, is there.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue May 19, 2009 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

get yourself a rules.ini. You need what's inside. That's all the advice I can give TBH, you need the rules names because that's what the game reads.

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tjh1127
Vehicle Driver


Joined: 16 May 2009

PostPosted: Fri May 22, 2009 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i did, i downloaded two. i cant find the rules name for flak troopers, cant give prism tnaks AA qualities. random side note, i currently wana stab my obese huge roommate in the neck. Js

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat May 23, 2009 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

put this in the ini:
[LargeCometP]
AA=yes

now anything using that projectile will hit the air.... including rocketeers. Though if you want it to hit just rocketeers, then you need to make a Secondary weapon and make the warhead so it only hits rocketeers. this way the prim cannon from the ground is unchanged but can also shoot the air.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 23, 2009 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can't give the prism a secondary. The way it works with the turret and "reload" animation dictates it can only have one weapon... it's the only unit like this, except those which have spawned missiles (Dred, V3, boomer(yr))

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sat May 23, 2009 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can if you set ChargeTurret to no and then specify Weapon1 as dummy then set Primary/Secondary.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sat May 23, 2009 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea but if you change chargeturret to no the turret disappears from the tank, i mean it will work but the sref will lokk funny, unless you add a differnt turrent anim to it

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun May 24, 2009 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

No it doesn't. Then if that is true, just set Turret=yes for ztype's sake.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun May 24, 2009 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

yea, i tried messing around with the sref before, by changing the ChargeTurret to =false it disappears and it already has Turret=yes by default. I cant remember if an alternate turret anim worked either, been awhile..

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