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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
[Ares Or Not] How to properly implement subterranean logic.
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jul 22, 2010 7:18 am    Post subject:  [Ares Or Not] How to properly implement subterranean logic.
Subject description: Meh, kinda confusing if you are not using Ares.
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To get subterranean units to work in Red Alert 2, in is mainly a task of changing "DigSound=" in [AudioVisual]. While you could just change it, it is used for both the subterranean digging sound and the Nuclear Missile siren. So there are two ways to go about it, I recommend using Ares as it is much easier.

Ares Way

Due to Ares adding a simple tag, implementing subterranean logic is less of a headache. Start by going to NukeSpecial and adding this:

[NukeSpecial]
...
Nuke.Sound=NukeSiren

This means the nuke will use "NukeSiren" instead of whatever is at "DigSound=" in [AudioVisual]. Now go to [AudioVisual] and set "DigSound=" to your digging sound. You will need to make a sound, but that's another tutorial.

Not Ares Way

Now this is a bit more hard, step one, set "DigSound=" in [AudioVisual] to a dummy sound (one that doesn't make a sound) and then pull open you Art.ini. Go to you dig animation (you'll need one) and put this in there:

[YourDigAnimation]
...
Report=YourDigSound

Then go [NUKEPUFF], the nuke's launching animation and put this

[NUKEPUFF]
...
Report=NukeSiren

This means that the digging animation and NUKEPUFF will make the needed sounds and the system will play your nonsense sound.

Other Stuff

No matter which way you went, you will also need to make a digging animation. I have already released a converted one from Tiberian Sun in my Ares Extras pack. Remember that "Dig=" in [AudioVisual] specifies the animation for the digging, however it doesn't exist in the rulesmd.ini, so you'll need to add it.

You can now go to your Subterranean Unit and make sure that these tags are set:

[SubterraneanUnit]
...
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterranean

This will set your Subterranean APC, Tank, Nuclear Ion Apocalypse Artillery Tank, or whatever to act like the Subterranean APC or Devil's Tongue did in Tiberian Sun. This includes not being able to burrow through pavement.

Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI 

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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Wed Jul 20, 2022 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Critical Note - there's a typo just like for Gattling - the correct gamecode is:

MovementZone=Subterannean

with double "n" instead of double "t".

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