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How to add Brachiozaur to Mod Map
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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 11:17 am    Post subject:  How to add Brachiozaur to Mod Map Reply with quote  Mark this post and the followings unread

Code:
[DNOB]
UIName=Name:DNOB
Name=Animal Bront
NoShadow=yes
Category=AFV
Primary=ChimpBite
Secondary=VirtualScanner
Strength=200
Organic=yes
Armor=light
TechLevel=-1
Turret=no
IsTilter=no
SelfHealing=yes
CrateGoodie=no
Sight=5
GuardRange=5
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=1000
Soylent=200
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crewed=no
IsSelectableCombatant=yes
VoiceSelect=BrontoSelect
VoiceMove=BrontoMove
VoiceAttack=BrontoMove
VoiceFeedback=
DieSound=BrontoDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Water
SpeedType=Float
ThreatPosed=25 ; This value MUST be 0 for all building addons
Weight=.5
ImmuneToPsionics=yes
Explodes=no
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Crushable=no
Parasiteable=no
Trainable=no
AmbientSound=BrontoAmbient
NotHuman=yes


So i want to add this unit to my Mod Map, but i have problem:

Code:
68=BCAB
69=BSUB
70=SCHP
;71=DNOA ;made infantry
;72=DNOB
73=JEEP
74=MIND
75=DISK


How to do that then?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 24, 2010 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Look at the original campaign map where this is used and simply copy the necessary code.

In addition is this the researh forum for adv. modding stuff. Questions like this belong in the normal Ra2 Editing forum.
A mod/admin will surely move this for you in the right place, but next time read the forum rules first.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 24, 2010 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You just want if for decoration I suppose since it has no attack frames.

Its a infantry unit now

Also wtf is this in research center?

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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

How to get Campaing code?

Quote:

You just want if for decoration I suppose since it has no attack frames.

Its a infantry unit now


Code:
Category=AFV

Vehicle unit

Code:
Primary=ChimpBite

Using Chimpanzee's attack

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 24, 2010 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

No it's a infantry, it's alao a very incompleate one that shouldn't be used IMO.

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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

If this is Infantry then why it's:
,,Category=AFV"

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 24, 2010 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because Westwood coders are lazy..!? It's a civilian unit that's only used on one map, as such Category= won't affect it.

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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, how to get this in my mod map?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jun 24, 2010 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has to be placed there with triggers and Taskforces. Create a new Taskforce and set it as 1 DNOB, then create a script, if you're just using it for map decoration then I reccomend giving it the line "Do This" with the Paramater "Sticky". Next you're going to need to create a Team Type for it, place a waypoint on the water where you want the Dinosaur to appear and set all other necessary options (Such as the Taskforce and Script used, the way point where it will be sitting etc.). Next you need to create the trigger, simple enough. Create a new Trigger, set the event to "Elapsed Time" with the parameter of '1'. Next create the action, which will be "80 - Reinforcement [Team] (At Waypoint)" and set your reinforcement paramater as your Dinosaur Teamtype, and set the waypoint to where your Dinosaur will be on the map (The same waypoint that you used in your Teamtype) and the Dinosaur will appear on the map. It's easy.

If you know nothing about Triggers, Taskforces, Scripts or Teamtypes, just read through this for the basics:

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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

So i want create a unit. Than some country can train it in Naval Shypiard.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jun 24, 2010 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The method I just gave you is for using the Dinosaur as decoration, being able to train it would be ridiculous since it has no attack frames and is monstrously incomplete.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jun 24, 2010 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or you could just open up FAData.ini and goto the [IgnoreRA2] section and add a comment before the entry 97=DNOB to look like this ;97=DNOB. this will allow you to place it where ever without the use of triggers/taskforces.

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Byamarro
Vehicle Driver


Joined: 24 Jun 2010

PostPosted: Thu Jun 24, 2010 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, thanks. Topic can be closed.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jun 24, 2010 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just thought I'd add that there's no way to add this and keep it XWIS playable because of it requiring an Art.ini entry."Unless everyone you play has the updated version as well" Also in order to use this you must make either a sequence for it if using as an infantry, or make entries for a shp vehicle ie;Facings=,WalkFrames=,FiringFrames=,etc...

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