Posted: Sun May 29, 2011 3:05 pm Post subject:
Gate not showing up
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
[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
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 _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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.
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. QUICK_EDIT
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 _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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 . Also, thanks a lot for taking this time to help me! I'll try to give as many details as I can:
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
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]
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
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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]
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 QUICK_EDIT
Posted: Sun May 29, 2011 7:03 pm Post subject:
gate
its not a game issue. reinstalling shouldnt have any effect _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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.
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.
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] QUICK_EDIT
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 _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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:
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] _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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?
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? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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 ! 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? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon May 30, 2011 7:22 pm Post subject:
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
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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 . Thanks a lot! This is a great community indeed. QUICK_EDIT
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