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Gate not showing up
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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Sun May 29, 2011 3:05 pm    Post subject:  Gate not showing up Reply with quote  Mark this post and the followings unread

Hi!

I've recently downloaded 3 gates (Soviet, Allied and Yuri) from the website, and Ive sort-of managed to get them in-game.

I've edited rules.ini and art.ini, and I've placed cameos .shps + normal .shps to the RA2 folder, all with the information in them from the readme file. What am I doing wrong?

Here's the stuff I've added:

Filenames:
EastWest: aagate_a.shp and aatewicon.shp
NorthSouth: aagate_b.shp and aatnsicon.shp

To art.ini:
Code:

; Allied Gate
[AAGATE_A]
Image=AAGATE_A
Remapable=no
Cameo=AATNSICON
Foundation=3x1
Height=2
Buildup=AAGATE_A
GateStages=16
NewTheater=no
SpecialZOverlay=AAGATE_A
CanHideThings=False
CanBeHidden=False

; Allied Gate
[AAGATE_B]
Image=AAGATE_B
Remapable=no
Cameo=AATEWICON
Foundation=1x3
Height=2
Buildup=AAGATE_B
GateStages=16
NewTheater=no
SpecialZOverlay=AAGATE_B
CanHideThings=False
CanBeHidden=False


To rules.ini:

Code:

[GENERAL]
GDIGateOne=AAGATE_A
GDIGateTwo=AAGATE_B
NodGateOne=AAGATE_A
NodGateTwo=AAGATE_B

[BUILDINGTYPES]
*=AAGATE_A
*=AAGATE_B

[BUILDINGS]
; East West Gate
[AAGATE_A]
UIName=Name:AAGATE
Name=Gate
Image=AAGATE_A
BuildCat=Combat
Strength=400
Armor=Concrete
Prerequisite=GAPILE
TechLevel=3
Adjacent=8
Sight=1
Selectable=yes
Capturable=false
Insignificant=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=250
Points=50
Repairable=true
MaxDebris=3
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Gate=yes
DeployTime=.060
GateCloseDelay=.10
ThreatPosed=0        ; This value MUST be 0 for all building addons
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

; North South Gate
[AAGATE_B]
UIName=Name:AAGATE
Name=Gate
Image=AAGATE_B
BuildCat=Combat
Strength=400
Armor=Concrete
Prerequisite=GAPILE
TechLevel=3
Adjacent=8
Sight=1
Selectable=yes
Capturable=false
Insignificant=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=250
Points=50
Repairable=true
MaxDebris=3
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Gate=yes
DeployTime=.060
GateCloseDelay=.10
ThreatPosed=0        ; This value MUST be 0 for all building addons
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no
[/code]

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unless your using these for "Artic" snow maps they arent going to work, as you have NewTheater=no.
When you downloaded these, did it also come with AGGATE_A and AGGATE_B? or any of the other theater specific imagery?
If it did, just make NewTheater=yes and they should work. If not, rename AAGATE_A and AAGATE_B to AGATE_A and AGATE_B and then use NewTheater=no

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Sun May 29, 2011 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Unless your using these for "Artic" snow maps they arent going to work, as you have NewTheater=no.
When you downloaded these, did it also come with AGGATE_A and AGGATE_B? or any of the other theater specific imagery?
If it did, just make NewTheater=yes and they should work. If not, rename AAGATE_A and AAGATE_B to AGATE_A and AGATE_B and then use NewTheater=no

Thanks for the quick reply! My bad actuallly, they did come with aggate, that was a typo.

Here's the link to the post: http://www.ppmsite.com/forum/viewtopic.php?t=18742

What I get after renaming it to either "AGATE_A" "AGGATE_A" or "AAGATE_A" was a missing cameo error at the sidebar & nothing appeared when I builded it except for the healthbars when I hovered over it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I may have misled you on this one. renaming to agate_a and _b wont work either as "g" stands for Generic and is a generic theater tag. But you say it came with AGGATE_A and AGGATE_B so using NewTheater=yes only should make them work. As for the Cameo error, if it came with a cameo .shp then type the name of it in this tag in the art code. Cameo=

If using NewTheater=yes dosent work for you, you may need to clone the .shp's and rename them also to
ATGATE_A "for Temeprate"
ATGATE_B
AUGATE_A "for Urban"
AUGATE_B

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Sun May 29, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I may have misled you on this one. renaming to agate_a and _b wont work either as "g" stands for Generic and is a generic theater tag. But you say it came with AGGATE_A and AGGATE_B so using NewTheater=yes only should make them work. As for the Cameo error, if it came with a cameo .shp then type the name of it in this tag in the art code. Cameo=

If using NewTheater=yes dosent work for you, you may need to clone the .shp's and rename them also to
ATGATE_A "for Temeprate"
ATGATE_B
AUGATE_A "for Urban"
AUGATE_B


It's still not working Sad. Also, thanks a lot for taking this time to help me! I'll try to give as many details as I can:

Error: http://img217.imageshack.us/img217/8240/redalert2error.png
Path: C:\Westwood\RA2
Files: art.ini, rules.ini, AATEWICON.shp, AATNSICON.shp, AGGATE_A.shp, AGGATE_B.shp, ATGATE_A.shp, ATGATE_B.shp, AUGATE_A.shp, AUGATE_B.shp

Code, I've placed it directly below the [GATECH] code.
Art.ini
Code:

; Allied Gate
[AAGATE_A]
Image=AAGATE_A
Remapable=no
Cameo=AATNSICON
Foundation=3x1
Height=2
Buildup=AAGATE_A
GateStages=16
NewTheater=yes
SpecialZOverlay=AAGATE_A
CanHideThings=False
CanBeHidden=False

; Allied Gate
[AAGATE_B]
Image=AAGATE_B
Remapable=no
Cameo=AATEWICON
Foundation=1x3
Height=2
Buildup=AAGATE_B
GateStages=16
NewTheater=yes
SpecialZOverlay=AAGATE_B
CanHideThings=False
CanBeHidden=False


Rules.ini [general], placed directly below UIName and Name
Code:

GDIGateOne=AAGATE_A
GDIGateTwo=AAGATE_B
NodGateOne=AAGATE_A
NodGateTwo=AAGATE_B


Rules.ini [buildingtypes], placed directly below the [BUILDINGTYPES] header
Code:

*=AAGATE_A
*=AAGATE_B


Rules.ini [buildings], placed directly below the [GAPILE] building
Code:

; East West Gate
[AAGATE_A]
UIName=Name:AAGATE
Name=Gate
Image=AAGATE_A
BuildCat=Combat
Strength=400
Armor=Concrete
Prerequisite=GAPILE
TechLevel=3
Adjacent=8
Sight=1
Selectable=yes
Capturable=false
Insignificant=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=250
Points=50
Repairable=true
MaxDebris=3
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Gate=yes
DeployTime=.060
GateCloseDelay=.10
ThreatPosed=0        ; This value MUST be 0 for all building addons
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

; North South Gate
[AAGATE_B]
UIName=Name:AAGATE
Name=Gate
Image=AAGATE_B
BuildCat=Combat
Strength=400
Armor=Concrete
Prerequisite=GAPILE
TechLevel=3
Adjacent=8
Sight=1
Selectable=yes
Capturable=false
Insignificant=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=250
Points=50
Repairable=true
MaxDebris=3
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Gate=yes
DeployTime=.060
GateCloseDelay=.10
ThreatPosed=0        ; This value MUST be 0 for all building addons
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

heres a list of everything you shouold have for the gates to work.

Code:
.shp files you should have in your RA2/YR directory,
AAGATE_A.shp
AAGATE_B.shp
ATGATE_A.shp
ATGATE_B.shp
AUGATE_A.shp
AUGATE_B.shp
AGGATE_A.shp
AGGATE_B.shp
AATNSICON.shp
AATEWICON.shp

rulesmd.ini

GDIGateOne=AAGATE_A
GDIGateTwo=AAGATE_B

[BuildingTypes]
**=AAGATE_A       ;<---** being next number available in list
**=AAGATE_B       ;<---** being next number available in list

[AAGATE_A]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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   
BaseNormal=no
AIBuildThis=no

[AAGATE_B]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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   
BaseNormal=no
AIBuildThis=no

Artmd.ini

[AAGATE_A]
Remapable=yes
Cameo=AATNSICON
Foundation=3x1
Height=2
Buildup=AAGATE_A
SpecialZOverlay=AAGATE_A   ;<---Dosent work in RA2/YR anyway
GateStages=9               ;<-- This may be different if your new gates have more or less frames
NewTheater=yes
CanHideThings=False
CanBeHidden=False

[AAGATE_B]
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AAGATE_B
SpecialZOverlay=AAGATE_B   ;<---Dosent work in RA2/YR anyway
GateStages=9
NewTheater=yes

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Sun May 29, 2011 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
heres a list of everything you shouold have for the gates to work.

Code:
.shp files you should have in your RA2/YR directory,
AAGATE_A.shp
AAGATE_B.shp
ATGATE_A.shp
ATGATE_B.shp
AUGATE_A.shp
AUGATE_B.shp
AGGATE_A.shp
AGGATE_B.shp
AATNSICON.shp
AATEWICON.shp

rulesmd.ini

GDIGateOne=AAGATE_A
GDIGateTwo=AAGATE_B

[BuildingTypes]
**=AAGATE_A       ;<---** being next number available in list
**=AAGATE_B       ;<---** being next number available in list

[AAGATE_A]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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   
BaseNormal=no
AIBuildThis=no

[AAGATE_B]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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   
BaseNormal=no
AIBuildThis=no

Artmd.ini

[AAGATE_A]
Remapable=yes
Cameo=AATNSICON
Foundation=3x1
Height=2
Buildup=AAGATE_A
SpecialZOverlay=AAGATE_A   ;<---Dosent work in RA2/YR anyway
GateStages=9               ;<-- This may be different if your new gates have more or less frames
NewTheater=yes
CanHideThings=False
CanBeHidden=False

[AAGATE_B]
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AAGATE_B
SpecialZOverlay=AAGATE_B   ;<---Dosent work in RA2/YR anyway
GateStages=9
NewTheater=yes

STILL not working... WTH... I'm going to try reinstalling Red Alert 2.

EDIT: After re-installing it's still not working. The "Error: NAME' is gone, but still no cameo.

Last edited by Markolie on Sun May 29, 2011 7:19 pm; edited 1 time in total

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun May 29, 2011 7:03 pm    Post subject: gate Reply with quote  Mark this post and the followings unread

its not a game issue. reinstalling shouldnt have any effect

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

these codes and the provided .shp files in that download you have worked for me. Including the cameo. The download for these gates only includes the generic version .shp's so code it in like this and your good to go. Make sure you remove all the gate .shp's from your directory except for the AGGATE_A and AGGATE_B and of course keep the cameo .shp's in there as well.

GDIGateOne=AGGATE_A
GDIGateTwo=AGGATE_B

[BuildingTYpes]
**=AGGATE_A
**=AGGATE_B

[AGGATE_A]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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
BaseNormal=no
AIBuildThis=no

[AGGATE_B]
UIName=Name:GATE2
Name=RF Front Gate
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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
BaseNormal=no
AIBuildThis=no

artmd.ini

[AGGATE_A]
Image=AGGATE_A
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AGGATE_A
;SpecialZOverlay=GAGATEZB
;SpecialZOverlayZAdjust=-1111
NormalZAdjust=5
GateStages=16
NewTheater=yes
Layer=ground

[AGGATE_B]
Image=AGGATE_B
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AGGATE_B
;SpecialZOverlay=GAGATEZB
;SpecialZOverlayZAdjust=-1111
NormalZAdjust=5
GateStages=16
NewTheater=yes
Layer=ground

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Sun May 29, 2011 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
these codes and the provided .shp files in that download you have worked for me. Including the cameo. The download for these gates only includes the generic version .shp's so code it in like this and your good to go. Make sure you remove all the gate .shp's from your directory except for the AGGATE_A and AGGATE_B and of course keep the cameo .shp's in there as well.

GDIGateOne=AGGATE_A
GDIGateTwo=AGGATE_B

[BuildingTYpes]
**=AGGATE_A
**=AGGATE_B

[AGGATE_A]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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
BaseNormal=no
AIBuildThis=no

[AGGATE_B]
UIName=Name:GATE2
Name=RF Front Gate
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
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
BaseNormal=no
AIBuildThis=no

artmd.ini

[AGGATE_A]
Image=AGGATE_A
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AGGATE_A
;SpecialZOverlay=GAGATEZB
;SpecialZOverlayZAdjust=-1111
NormalZAdjust=5
GateStages=16
NewTheater=yes
Layer=ground

[AGGATE_B]
Image=AGGATE_B
Remapable=yes
Cameo=AATEWICON
Foundation=1x3
Buildup=AGGATE_B
;SpecialZOverlay=GAGATEZB
;SpecialZOverlayZAdjust=-1111
NormalZAdjust=5
GateStages=16
NewTheater=yes
Layer=ground

I'm using exactly that and it's not working. I'm using Red Alert 2 v.1.006. This is the only mod I'm using, I'm trying to run it in Skirmish mode as America on an urban map. Should I add some sort of file to make mods work? I've downloaded the INI files from here. I did not change any settings or add any other files... I have YR installed.[/url]

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, well I dont know what your doing wrong as these worked for me just fine. I'm pretty sure gates worked in RA2.

Post your rulesmd and artmd

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 29, 2011 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you playing RA2 or YR, and are you using rules.ini or rulesmd.ini?

I get the feeling he is playing RA2 but edited the YR rules #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 29, 2011 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, I'm so used to everyone using YR now a days, it's just like an automatic thing to ask for YR files. but he did say he was using RA2 ver 1.006 with RA2 rules.ini and art.ini

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Mon May 30, 2011 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
lol, I'm so used to everyone using YR now a days, it's just like an automatic thing to ask for YR files. but he did say he was using RA2 ver 1.006 with RA2 rules.ini and art.ini

Yup, I'm using RA2 1.006 with rules.ini and art.ini. I also own YR, but I first want this to work on RA2 for some awesome campaign bases. The mod stated that it was compatible with both RA2 and YR. Here's my rules.ini and art.ini, as my YR files (md) don't exist:

Rules.ini (had to split it in two):
[1] http://pastebin.com/2fHiSDBx
[2] http://pastebin.com/9CS47Tke
Art.ini: http://pastebin.com/KVFLWs7i

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 30, 2011 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can just post your rules and art ini's here without using pastebin. PPM accepts .txt files.

edit- you didnt rename it back like I showed in my last codes I posted.
should be [AGGATE_A] and [AGGATE_B]

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Mon May 30, 2011 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
you can just post your rules and art ini's here without using pastebin. PPM accepts .txt files.

edit- you didnt rename it back like I showed in my last codes I posted.
should be [AGGATE_A] and [AGGATE_B]


Tried that, and it still didnt work. Are there any changes required for mods to work? The buildings still dont show up (except for the healthbar), and it still gives a cameo error.

Allright, I've added all the files I've edited to the attachments (except the _b, seems to be a limit to the upload). I did not modify any in-game setting, other file or something like that in RA2.

The C:\Westwood\RA2 directory is correct right, I don't need to use like C:\Westwood\RA2\Mods or anything?

EDIT: I've just installed Yuri's Revenge and tried it there, and it works perfectly! Thanks for all your help! However, is there some way to get it to work @ Red Alert 2? Btw, at Yuri's Revenge it gives a "Name: ERROR", how do I fix that?



aggate_a.shp
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 30, 2011 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no reason why they shouldnt work in RA2 as well. I looked at your rules and art, only thing I found wrong was the
GDIGateOne=
GDIGateTwo=

It's been awhile since I modded RA2, so I cant remember if RA2 acts funny with loose files in the directory or not. Maybe try putting them into an ecache.mix or expand.mix file?

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Mon May 30, 2011 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
There's no reason why they shouldnt work in RA2 as well. I looked at your rules and art, only thing I found wrong was the
GDIGateOne=
GDIGateTwo=

It's been awhile since I modded RA2, so I cant remember if RA2 acts funny with loose files in the directory or not. Maybe try putting them into an ecache.mix or expand.mix file?

You, good sir, are a genius Smile! I've added 'em to ecache01.mix and it's working now. Thanks a lot!!![/b]

EDIT:However, I still get an Error:NAME:AAGATE when I hover over it. Do you happen to know how to fix it?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 30, 2011 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean MISSING:NAME:AAGATE.

Load up XCC String Editor or RA2StrEdit. Copy ra2.csf out from language.mix (ra2md.csf from langmd.mix if YR) and add the NAME:AAGATE entry into the copied one. Move the result into your YR directory. (If you move it to a mix, it won't work until you use Ares, unfortunately)

_________________
"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
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Markolie
Civilian


Joined: 29 May 2011

PostPosted: Mon May 30, 2011 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
You mean MISSING:NAME:AAGATE.

Load up XCC String Editor or RA2StrEdit. Copy ra2.csf out from language.mix (ra2md.csf from langmd.mix if YR) and add the NAME:AAGATE entry into the copied one. Move the result into your YR directory. (If you move it to a mix, it won't work until you use Ares, unfortunately)

And, that worked as well Smile. Thanks a lot! This is a great community indeed.

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