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Is it possible to... ?
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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Thu Feb 24, 2011 11:17 am    Post subject:  Is it possible to... ?
Subject description: Question about infantry
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I know it's possible to make different infantry shps for temperate and snow theater as the one unit.
(example: SEAl - seal.shp for temperate and seala.shp for snow (AlternateArcticArt=yes in code))
And is it possible to make different shps also for desert, urban, lunar, etc. ?
And how to code?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 24, 2011 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just give your infantry Image=XXX on Desert/Lunar/Urban maps? For example:

Your basic SEAL has a Temperate image and you can already apply the Alternate Snow Image tag, so create a new SEAL SHP for your Desert, Lunar and Urban theaters and apply the specific Image tag to Desert, Lunar and Urban maps.

Desert Map:

[SEAL]
Image=SEALDES

Urban Map:

[SEAL]
Image=SEALURB

Lunar Map:

[SEAL]
Image=SEALLUN

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Thu Feb 24, 2011 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

How Exactly?
I mean how to apply it for different maps?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 24, 2011 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you use Ares, it features an AlternateTheaterArt, just for this purpose. I don't remember if it's a 0.1 or a 0.2 feature, tbh.

Mapfiles are also inis, I guess inserting the tag into them is the way to go.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Feb 24, 2011 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
How Exactly?
I mean how to apply it for different maps?


Maps in essence work like ini files, meaning that you can open one in a text editor and it displays readable text (altough map preview, terrain & overlay data is compressed). Meaning that you can just paste your ini code to the map file as long as it's not inside another section.

How to do:
Code:

...
[OtherSection]
*Stuff for [OtherSection]*

[SEAL]
Image=SEALURB

[AnotherSection]
*Stuff for [AnotherSection]*
...



How to not do:
Code:


[OtherSection]
[SEAL]
Image=SEALURB
*Stuff for [OtherSection]*
...


This is VERY basic modding instruction but I've seen some people make the mistake before so I guess I put it there just in case...

Altough it might be better if you organize the actual ini code like, let's say in the beginning of the file.

Things to keep in mind:

- You can only use content from rules(md).ini and ai(md).ini in map files. (altough in case of AI, I am not sure if there are any special rules regarding overriding)
- Not everything that works in normal ini files works in map files as an override.
- Image= overrides in particular tend to be buggy especially regarding cameos and with BuildingTypes, any animations attached.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Thu Feb 24, 2011 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a lot! And I hope it works in Npatch.
So when I create for example sealdes.shp, first of all - I must code it in rulesmd and artmd, right? Or if it codes only in map file... so... what to do? (sorry for noob questions)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 24, 2011 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

SEALDES will require an Art.ini entry, yes. A Rules.ini entry for this case isn't necessary so long as the new image is present and has an Art.ini entry.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Thu Feb 24, 2011 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right, right, only in art... So, guys, thank you all so much!
And final question:
Can Default anim frames in sequence be longer than 1 frame?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 24, 2011 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you rewrite the sequence accordingly, then yes.

Quote from the ART.INI guide:

Quote:

The first number is the starting frame for that particular action. Note that RA2 counts the SHP frames starting from 0, so the first frame is considered 0 by RA2.

The second number is the number of frames to be used, including the starting frame.

The third number is complex. It says how to get to the starting frame of a particular direction for that action. Starting with the Starting frame, the game will multiply the facing number (which is 0 for facing “up” and moving counter-clockwise increases the number by one) by the third number

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Thu Feb 24, 2011 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, ok. Thanks, Guys!

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