Posted: Tue Aug 04, 2009 7:11 am Post subject:
[RA2] 50 Cal Sniper
Subject description: Help with in problem
Ive Made a copy of the british sniper and added new cameo 50 cal sniper for my usa marines mod
the cameo shows in game side bar but when you build the unit it comes out barracks but cannot be seen you can see its health when its selected but if you give it an attack command it show a negtive cameo as the unit when it fire its gun any ideas QUICK_EDIT
how should this work if you give the unit and the cameo the same filename?
give the unit ID a different name and then add Image= to the art.ini entry with the name of the original sniper. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Tue Aug 04, 2009 2:16 pm Post subject:
sniper
did you put your sniper game image into a mix file??? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 04, 2009 4:54 pm Post subject:
Don't make the same names. Not on weapons, unit names, art entries, never. I alwas use things like SniperWep for weapons, Sniper for the normal name (and art), SniperCam for the cameo, etc.
Secondly, don't use spaces. You have [50 cal Sniper] , make it [50calSniper] or something, but don't use spaces. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Posted: Wed Aug 05, 2009 5:40 am Post subject:
could you please
correct the code were its wrong so that i can see my mistakes then ill use the lables that you give the unit it and bingo ill try that will learn from my mistakes
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Aug 05, 2009 7:44 am Post subject:
Can you read or something?
Ixonclast said: But if it's invisible you fucked up the graphic codes.
Is it invisible? Yes? Then go look at the artmd.ini entry of your sniper. Or look at the files for your sniper which are in the MIX files, maybe they've bad names.
Damned Machine said: post the art.ini code
So do that.
LKO said: give the unit ID a different name and then add Image= to the art.ini entry with the name of the original sniper.
So do that.
NVH said: did you put your sniper game image into a mix file???
So do that.
I said: Don't make the same names. Not on weapons, unit names, art entries, never. I alwas use things like SniperWep for weapons, Sniper for the normal name (and art), SniperCam for the cameo, etc. Secondly, don't use spaces. You have [50 cal Sniper] , make it [50calSniper] or something, but don't use spaces.
Posted: Wed Aug 05, 2009 8:16 am Post subject:
problem is
im very new to editing and im starting with tibed till i get the basic of the code so all i have to edit is art.ini and rules.ini tibed dose the rest for me but its still being pain in ass QUICK_EDIT
Posted: Wed Aug 05, 2009 8:53 am Post subject:
HELP
Right been over code agan and done what you all surgested still you can see cameo in side bar click build it build when unit is on battle filed you cannot see it you can select it and see health bar im going to give up soon heres a copy of the revised code
*****ART.INI*******
; Clone of SNIPE
[AMSNART] ;
Cameo=SNIPCAM
AltCameo=SNIPUCAM
Sequence=ConSequence ;Generic infantry that can paradrop
Crawls=yes
Remapable=yes
FireUp=5
PrimaryFireFLH=80,0,85
******RULES.INI*****
[AMSN]
UIName=Name:AMSNART
Name=50CalSniper
Category=Soldier
Primary=AWP
;CanPassiveAquire=no ; Won't try to pick up own targets
Prerequisite=GAPILE,RADAR
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=1
Sight=8
Speed=4
Owner=Americans
Cost=600
Soylent=600
Points=10
IsSelectableCombatant=yes
VoiceSelect=SniperSelect
VoiceMove=SniperMove
VoiceAttack=SniperAttackCommand
VoiceFeedback=SniperFear
VoiceSpecialAttack=SniperMove
DieSound=SniperDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=5
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Aug 05, 2009 8:56 am Post subject:
I see you've posted another post. Try removing the space between:
PreventAttackMove=no
IFVMode=5
Image=AMSNART
Nominal=yes
Maybe it works then. Please read everything beneath this, it was posted as a reaction to your other post, but you should be able to learn some things or something from it.
Don't use TibEd. Just don't. You say you're editing artmd.ini and rulesmd.ini? Then you don't even need TibEd.
First answer those questions from my post, and do as I told there. If you can't, inform us why you can't do something or what you don't understand.
The problem is that your sniper is invisible, right? Then that would mean that the .SHP file of the sniper isn't called SN2IC. Remember, the following tags should have the same name:
In rulesmd.ini, the Image=SN2IC tag points to the [SN2IC] tag in artmd.ini. That points to the SN2IC.SHP file which is in expandmd**.mix, ecachemd**.mix, or in your normal Red Alert 2 directory. ** can be anything, but most people use 2 numbers. It is advised to put .SHP files in ecachemd**.mix. These 2 .mix files, you have to create yourself. Do you know how to do that? Do you have XCC Mixer and other XCC things?
I hope you understand everything, if you don't, please tell exactly what you do not understand.
And please do not use TibEd. It has so many disadvantages, and it is more or less the same as if you're just editing rulesmd.ini etcetera. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
add Image= to the art.ini entry with the name of the original sniper.
to make it clear, move the Image=SNIPE key to the art.ini entry!
also use the same name in art.ini and rules.ini, so you don't need the Image key in rules.ini which points to your new graphic in art.ini.
(not AMSNART (art.ini) and AMSN (rules.ini); to make it clear, rename AMSNART to AMSN)
Posted: Wed Aug 05, 2009 12:46 pm Post subject:
HELP
Still not working ive now trid eveything you guys have surgested ive gone right back to renaming .shp in CAPS and doing everything in caps were needed here the final paste of the code if nobody can solve it ill give up but the not looking good for my mod plan's
*********RULES.INI*********
; Clone of SNIPE (Sniper)
[SNIPA]
UIName=Name:SNIPE
Name=Sniper
Category=Soldier
Primary=AWP
;CanPassiveAquire=no ; Won't try to pick up own targets
Prerequisite=GAPILE,RADAR
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=1
Sight=8
Speed=4
Owner=British,Americans
RequiredHouses=British,Americans
Cost=600
Soylent=600
Points=10
IsSelectableCombatant=yes
VoiceSelect=SniperSelect
VoiceMove=SniperMove
VoiceAttack=SniperAttackCommand
VoiceFeedback=SniperFear
VoiceSpecialAttack=SniperMove
DieSound=SniperDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=5
******ART.INI*******
; Clone of SNIPE
[SNIPA]
Cameo=SNCON
AltCameo=SNUCON
Sequence=ConSequence ;Generic infantry that can paradrop
Crawls=yes
Remapable=yes
FireUp=5
PrimaryFireFLH=80,0,85
Image=SNIPE
Assumed that you also have correct SNIPA in the InfantryTypes list, it could be that Image= doesn't works on units in art.ini in RA2.
Try the hard way: copy SNIPE.SHP, rename it to SNIPA.SHP, put it in an ecache*.mix (* being any number or string), remove the Image=SNIPE key from the art.ini entry and test it again. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Wed Aug 05, 2009 1:28 pm Post subject:
Cracked It
Thanks Lin Kuei Ominae
Your must be right as only the UK and USA Only have the Sniper instead of adding a new unit i just made the UK Share the sniper with the USA and mad it use my cameo were can i find the .VXL files of the orignal units because if i can copy them rename and add to tibed it dose it no problems
i know you all keep telling me to stop using tibed but till i can do the basic first then im going to use XCC tools if i cannot use tibed how will i use XCC tools
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Aug 05, 2009 3:28 pm Post subject:
XCC Mix Creator and XCC Mixer, which are the 2 most used ones, are used for creating and extracting MIX files, as well as importing and exporting things of / to those MIX files. However, there are much more XCC things, a sound editor to name one. It's totally different from TibEd.
As someone once said, TibEd lets you work with the limitations of TibEd, but if you just edit rules.ini etcetera on your own, your working with the limitations of the game engine. For example, you can't make complex unusual code that would make a unit able to do something it can't do otherwise. I can't really explain it. Also, NPatch, RockPatch, Ares, and any other fix / hack / patch won't work with TibEd. TibEd sucks. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Posted: Thu Aug 06, 2009 5:29 am Post subject:
Yea
And that why im learning the basic code in tibed i have the XCC tools but till i can use basic code right im using the manual editer with the help of the tibed genrator to build the base of my mod as i find its teaching me the code and order for it to be placed then when ive got that ill Export my mod to XCC and edit it futher
as a newbie if i jumped in with XCC i would of just F**K*D the game up as it an advanced editer and tibed show you the basic code and if you mess it up it will erase code if wrong when you click off your unit and back on it again plus as it gives you an easey editer you can change your basic option fast
Why RUN BEFORE I CAN WALK
Im sure this has stop me posting stupid newbie post on basic stuff which other people have
AND WATCH THE SHP'S AS IM UPLOAD MY FIRST PACK SOON QUICK_EDIT
If you use tubes you are 99% more likely to become a nOOb. Plus it is an unneeded barrier between you and the game, another layer through which stuff is distorted. Learn to use notepad(or better notepad++) and you'll see what I mean. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
to make it clear, move the Image=SNIPE key to the art.ini entry!
This doesn't work on units in RA2/YR. It's pretty clear in the YR art file that this is the case since the Battle Fortress has Image=SREF and you don't see a Prism Tank rolling around.
Image is only valid in art for animations, at least in RA2 anyway. QUICK_EDIT
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