Posted: Tue Feb 23, 2010 2:05 pm Post subject:
Secret Buildings
First of all, I'm new, I don't know if there is any kind of a topic like this.
I have a bunch of questions,
- Is there a cameo for the Psychic Amplifier and/or the Rocket Launch Pad of Yuri?
- If not, can someone make one or help me with it?
- Is there a buildup animation for the Psychic Amplifier?
There is a second gate, one is from left-top to right-bottem (3x1) and one is left-bottem to right-top (1x3) I got an buildup animation (a good gate, not the 'half-finished' one from EA, I have a cameo but where can I say/type what type of animation it has?
-I have an buildup animation for the second gate, I've got a cameo as well, how do I make it buildable in game?
-How do I move a building (like powerplant or some) to the armory tab? I want to move the Psychic Amplifier to there These are not all of my questions, I forgot the rest
I hope someone can help me with it, I really need it! QUICK_EDIT
- None that are publicly available AFAIK.
- Ask in the media hut.
- I think there is one somewhere, no idea where tho.
- Please elaborate, are you asking about the buildup or the gate up/down anim?
- Look in the tutorials section
- Change BuildCat=Combat. _________________
I'm not 100% sure, but I believe the NAPSYA (PsychicAmplifier) is all animation, not an actual structure. There is no cameo or buildup for it in the game, but someone around here may have made one. You can most likely copy and paste the 2 anims together in a photo editor to get your Cameo and maybe make a semi decent buildup as well.
Your gate anims will be done in the Art.ini. scroll or ctrl-f to find GAGATE_A, GAGATE_B entries and change as needed.
You mean where your Base Defenses are located? in your code in the Rules.ini change the BuildCat= tag to BuildCat=Combat
Hope this helps some.
{edit} Arrrghh, Mig beat me too it! lol... _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
- None that are publicly available AFAIK.
- Ask in the media hut.
- I think there is one somewhere, no idea where tho.
- Please elaborate, are you asking about the buildup or the gate up/down anim?
- Look in the tutorials section
- Change BuildCat=Combat.
Both, there where two different animations, both of the same gate. If you build the normal gate it buildups (buildupanim) the same as if it opens, so I think that there is no difference in it.
@Cranium:
The second gate is not in the rulesmd.ini, do I have to create one? I did but it does not show up in game, also I have set the owner to all but it only is buildable in the allied section. Thank you for the help so far QUICK_EDIT
In Rules.ini there is only 1 entry, which is actually the Border Crossing Gate. However in the Art.ini there should be 4 entries, the GAGATE_A, GAGATE_B, NAGATE_A, and NAGATE_B. Alter the settings on these to match your anims then Clone the GAGATE_A code in Rules.ini 3 times and rename them GAGATE_B, NAGATE_A, and NAGATE_B. Give the Allieds ownership to the GAGATES and Soviets to the NAGATES.
Also dont forget to change the TechLevel= to 1 instead of -1
and for the nagates make sure you put NAPILE instead of GAPILE then add them to the Buildings list also and/or the Overlay list. You may also have to remove the NewTheater tag in the art entries unless you make a .shp for each theater.
Oh and I forgot to tell ya, make sure you put all your .shp files into either an ecache.mix or expand.mix, and if you didnt know ecache is for new stuff and the expand is for replacing/overriding existing things.
Heres a cameo for the NAPSYA, you can use this until maybe you find a better one. But this one dont look to bad
I'm trying to use gate B for the allieds and A and B for the Soviets, but the Soviet gate doesn't pop up at all, and the allied one only A. I did put a new animation for the B gate, its rare that you dont have it.
But did you use the same configuration as I did? Because the B gate doesn't even pop up in game, for Allieds.
*I'm using Red Alert Yuri's Revenge QUICK_EDIT
Why would you want both sets of gates for the Russians? It's better to use the B gates for allieds and the A gates for the russians/yuri. Though I do not use the gates, it would be more appropriate IMO. I'm just gonna code your Rules.ini and Art.ini to have this set up, then you can change it if you feel the need to. Be back in a little while. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I want to use the NA gate for the Russians, 1x3 and 3x1 and the GA gates 1x3 3x1 for the allieds. Yuri is a second choice but if you configure it now its ok.
can you make the configuration use my modded gates? the cameo and animation? I can set the cameo myself but the animation and pupping up in game is difficult. If I just clone the codes from the NA gates and GA gates in the Rulesmd.ini and Artmd.ini to the ones I have now, because I''m still modding it. Thats cool right? _________________ QUICK_EDIT
O.K. here's what I got for ya, Both sets of Gates ---> fully functionable. added new icons for the Allied Gates, left your icons for the Russians in there. Here's a couple pics and the download, good luck with your mod.
Anything else that needs to be done/changed is up to you. If you have different anims/buildups you can code them in. Make sure they are in the Mix files. If you have problems just let me know, and I'll see what I can do for ya!
Thanks, but I still have the same story :S I dont know what I'm doing wrong, the Allied Gate (GAGATE_A) does work. But the others dont. What am I doing wrong? _________________ QUICK_EDIT
Um, I dont know what your doing wrong. Did you put all 4 files into your RA2 directory? "Rulesmd.ini,Artmd.ini,ecachemd02,and expand02md".
Let me recheck to make sure I sent you the right files, be back in a min.
Yep, they are the right files, so like i said make sure you put these into your RA2 folder, or if you all ready have these present in the directory your probably gonna have to c/p the stuff from these into your current ones. Other wise if you have a Rulesmd.ini and a Artmd.ini and you place these into your directory you'll wipe out what ever else you've done after these 2 files were done. Follow me? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Dosent Matter! I went threw all this crap for nothing? Holy Mary Mother of GOD! _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
No no, you dont understand! You see I'm from Holland so my English sometimes doesn't match correctly . What I'm trying to say is that I don't care about your mistake because I admire what you do and I'm happy with the result!
Do I only have to put the .MIX files into my install dir? Because they are bigger then the other ones. _________________ Last edited by Comr4de on Wed Feb 24, 2010 7:44 pm; edited 1 time in total QUICK_EDIT
Yes, but those ini files, are they changed? because I already cloned the ones from your first try. If they arent changed it will do with the .mix files only, right? _________________ QUICK_EDIT
did you c/p the entire rulesmd.ini and artmd.ini, if not there are a couple other things that need to be changed. I will list them here. Make sure everything looks like these.
; Gate crossing in wall
[GAGATE_A]
Image=GAGATE_B
UIName=Name:GAGATE_A
Name=EW Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no
; Gate crossing in wall
[GAGATE_B]
Image=GAGATE_A
UIName=Name:GAGATE_B
Name=NS Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no
; Gate crossing in wall
[NAGATE_A]
Image=NAGATE_B
UIName=Name:NAGATE_A
Name=EW Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Confederation,Africans,Arabs
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no
; Gate crossing in wall
[NAGATE_B]
Image=NAGATE_A
UIName=Name:NAGATE_B
Name=NS Gate
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Confederation,Africans,Arabs
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=yes
BaseNormal=yes ;psst....IsBase isn't a Rules flag
AIBuildThis=no
It works with your ini files, but if I clone the GAGATE_A GAGATE_B NAGATE_A NAGATE_B from the ini's it doesnt work. Do I only have to change those four? in the rulesmd.ini the three you have cloned or more? like on top of the rulesmd something? I dont know, but it does work with yours
I only took the gates, not the hacking thing No changes needed with the artmd? _________________ QUICK_EDIT
Just make sure you copy and paste everything that is in green to your ini's and they will work. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I now only copied the rulesmd.ini lines and the result is that the image is opposite from the actual building, the gate is 1x3 but the image is 3x1. With both allied gates, so I'll try with artmd.ini.
I have to go to college so I wont reply, but I'll try! QUICK_EDIT
everything works fine for me with my codes "nothing reversed", but if that works for you, I'm glad to see you got it working. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
you have to add them using xcc mixer, open xcc mixer, choose Launch, then choose string table editor, choose Yuri's Revenge. When the string table editor opens, scroll down and click on name option, all names ingame will then appear at right. click insert and type name:gagate_a then repeat insert process for each. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Ok, I'll try it. Do you have an idea how I can use both the Yuri version of the psychic beacon (YR Argentina) and the Soviet one? It will only be a skin change although, I tried it myself but it doesn't popup ingame. _________________ QUICK_EDIT
I need a little more information on that, Are you trying to use both for the Russians or both for Yuri? or one for each? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I have a Russian version (with Russian skin also standard) and one with Yuri skin. I'll add the Yuri one later but I want to use the Russian version for Soviets (all) and the Yuri version for Yuri
Also, it is possible to put a .mix file in a .mix file and it still works? Otherwise I have to extract them all again :S _________________ QUICK_EDIT
I'm still a bit sleepy this morning, so let me get this straight. You have 2 versions of the Psychic Beacon, correct? and you want both versions buildable by the russians? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
No, the Yuri version = for Yuri. and the Soviet version is for the Soviets.
I have added a image of the Yuri version. That version may only be buildable by Yuri and the Soviet version (the one from all the missions, allied 03, allied 09 RA2) may only be buildable by the Soviets. So actually I have two different Psychic Beacons!
You only have to do this then, copy/paste these to your rules and art ini's. Make sure your .shp is in an ecache.mix. I used the name NAPSYC just for reference, so change everything that says NAPSYC with the name of the .shp file or just rename the .shp file to napsyc.shp
Rules.ini
Code:
[BuildingTypes]
*=NAPSYC <-------- "*" represents next number in line.
;Psychic Beacon C
[NAPSYC]
UIName=Name:NAPSYB
Name=Psychic Beacon
BuildCat=Combat
Prerequisite=YATECH
Primary=PsychicBeaconWinGame
Strength=1000
Armor=concrete
TechLevel=1
Owner=YuriCountry
Adjacent=2
Sight=15
PsychicDetectionRadius=20
Cost=5000
Points=50
Power=-500
Powered=true
Capturable=false
RevealToAll=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
PlaceAnywhere=yes
LightRedTint=1.0
ThreatPosed=1 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
DetectDisguise=yes
BaseNormal=yes
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie
Here they are, can you edit it with my INI files? Because then it's alright and I have my own configurations
It's in nr. 08 or 09. The other file contains the Yuri version, no need to edit that. Because I'm not going to put that ingame, the Allied will be overrun by the Soviets and Yuri
Well, I'm not sure in wich file the Yuri version of the Psychic Beacon is. So I send them both. I think it's in 08. The other one has no need to get editted because, it's the Psychic Amplifier and I'm not going to put that ingame for Yuri. I only want the Yuri Psychic Beacon to be configured. The Soviet one is in the RA2MD.mix file, they dont have to be editted right?
- Psychic Beacon (Yuri version) needs to be configured so YuriHouse can use it.
- You can leave the Psychic Amplifier for what it is, I send it but my fold I shouldn't. _________________ QUICK_EDIT
_________________
The enemy shall be injected with toxic poison - Venom Last edited by Cranium on Sat Feb 27, 2010 5:05 pm; edited 2 times in total QUICK_EDIT
and make sure they each have the NewTheater=yes on them and then try it again. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Well, NewTheater wasn't in the list so I've put it in it. But it still doesn't pop up ingame. The other settings were OK, the yapsyb and the others. one note: the YAPSYB_B isn't in the list, it's just YAPSYB
What version do you use of YR? _________________ QUICK_EDIT
I use YR ver 1.001, I have NPatch but not using it at the moment. That shouldnt matter though, a Building code is a Building code no matter what ver it is. But anyway, I checked and I sent you the unupdated mix file and ini's. redownload updates above and it will work. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
The files contained:
-Ecachemd08.mix
-Artmd.ini
-Rules.ini
The Yuri's Revenge version wasn't in the package, you took the normal RA2 rules.ini _________________ QUICK_EDIT
The things need to configured are:
add nr. 4** YAPSYB
add nr, 107*
nr, 107*
nr, 107* (*= I dont know the exact number)
and c/p the psychic beacon c in the rules
Quote:
[BuildingTypes]
*=NAPSYC <-------- "*" represents next number in line.
That's what I did with the above lines.
With your rules.ini it workes, but with mine not. I have c/p everything with the name 'YAPSYB(_A/B)' but it doesn't work. _________________ QUICK_EDIT
Obviously you missed something, Here's a little tip for you. Open the rules i sent you, hit ctrl-f, type in yapsyb and click next. make sure every entry you come upon is inserted into your ini's the same way. Do the same for the Art.ini as well. But I'm assuming you either entered yapsyb_a , yapsyb_b, and yapsymk under [BuildingTypes] or you didnt enter them under [Animations] which is where they belong. But just incase here's what you should have.
I've got it done now. With a nice Psychic Interrupter image of Mental Omega (with permission) I have also found some old/new gates on this forum. But (ofcourse) they don't pop up ingame. Why are there so many files needed for the gates? I want to learn it myself, so if you can tell me how to do it myself I wont bother you with this question anymore . _________________ QUICK_EDIT
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