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 Forum index » Modding Central » Red Alert 2 Editing Forum
Yuri Concept Power Plant Files Don't Match ?
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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Wed May 26, 2021 8:50 am    Post subject:  Yuri Concept Power Plant Files Don't Match ? Reply with quote  Mark this post and the followings unread

This is very confusing because this building is meant as a replacement using the game's original art code, but most of the files don't match the original files, so how are you supposed to know which is which if the downloaded files don't have the same names as those in the game ?

FILES IN THE DOWNLOAD
yapowr
yapowrmk
yapowr_a
yapowr_b
yapowr_c

ygpowr
ygpowrmk
ygpowr_a
ygpowr_b
ygpowr_c


Also, when I open each file in SHP Builder, it doesn't show me which are the damaged files.

I'm using this building as the equivalent of the Soviet Nuclear Reactor, so I'm not replacing the Yuri power plant I'm adding it as an advanced power plant and renamed it YBAPOWR.

The download files go from A to C and has other files that start with YG like ygpowr, but the game's art files are A, B, AB, BD, CD, DD, DM, DMB and DMC.

Original Yuri Power Plant Art Code
Code:
[YAPOWR]
Image=YAPOWR
Normalized=yes
Remapable=yes
Cameo=YPWRICON
Foundation=2x2
Buildup=YAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=4
ActiveAnim=YAPOWR_A
ActiveAnimDamaged=YAPOWR_AD
ActiveAnimZAdjust=-20
ActiveAnimYSort=362
ActiveAnimTwo=YAPOWR_B
ActiveAnimTwoDamaged=YAPOWR_BD
ActiveAnimTwoZAdjust=-20
ActiveAnimTwoYSort=362
IdleAnim=YAPOWR_C
IdleAnimDamaged=YAPOWR_CD
IdleAnimZAdjust=-150
IdleAnimYSort=362
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
ActiveAnimThree=YAPOWR_D
ActiveAnimThreeDamaged=YAPOWR_DD
ActiveAnimThreeZAdjust=-9999
ActiveAnimThreeYSort=362
ActiveAnimThreePoweredSpecial=true
ActiveAnimThreePowered=false

[YAPOWRDM]
Image=YAPOWR
Start=1
End=1
Translucency=25
Rate=200
AltPalette=yes
Normalized=yes
Flat=yes
Next=YAPOWRDMB

[YAPOWRDMB]
Image=YAPOWR
Start=1
End=1
Translucency=50
Rate=200
AltPalette=yes
Normalized=yes
YDrawOffset=10
Next=YAPOWRDMC

[YAPOWRDMC]
Image=YAPOWR
Start=1
End=1
Translucency=50
Rate=200
AltPalette=yes
Normalized=yes
YDrawOffset=22


Now in the TAK02 Code there are files that the download doesn't have.

Code:
; Noosphere Tether
[YASBIO]
Cameo=NOOSICON
CameoPalette=noosicon.pal
Remapable=yes
Foundation=1x1
Height=2
Buildup=YASBIO_MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
NormalZAdjust=-25
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,5
ActiveAnim=YASBIO_A
ActiveAnimTwo=YASBIO_B
ActiveAnimDamaged=YASBIO_AD
ActiveAnimTwoDamaged=YASBIO_BD
ActiveAnimZAdjust=-200

[YASBIO_A]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=0 ;5
LoopCount=-1
Rate=400
Layer=ground
Image=YASBIO_A
 
[YASBIO_AD]
Image=YASBIO_A
Normalized=yes
NewTheater=yes
Start=1 ;0
LoopStart=1 ;0
LoopEnd=2 ;5
LoopCount=-1
Rate=400
Layer=ground

[YASBIO_B]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=400
;Layer=ground

[YASBIO_BD]
Image=YASBIO_B
Normalized=yes
NewTheater=yes
Start=8
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=400
;Layer=ground


Where can I download these missing files and if they are not missing, and it's just a naming mistake, what files correspond to the ones in the download ?


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 26, 2021 10:22 am    Post subject: Re: Yuri Concept Power Plant Files Don't Match ? Reply with quote  Mark this post and the followings unread

adamstrange wrote:
TAK02 Code there are files that the download doesn't have.

What the..?

Where the frigging Gadunka did you find this?

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed May 26, 2021 1:36 pm    Post subject: Re: Yuri Concept Power Plant Files Don't Match ? Reply with quote  Mark this post and the followings unread

adamstrange wrote:
....



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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Wed May 26, 2021 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found it here
https://ppmforums.com/topic-43424/yuri-bio-reactor-ra2yr/

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 26, 2021 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

...and that proves to me you can't read.

That code was obviously not intended for the concept bio reactor you intend to ise.
It was for nlspeed's Noosphere Tether from another thread.
The code I put there was code I wrote for that thing and was having issues with.
That thing was actually a mini-bio reactor nlspeed and I were having trouble with years ago, and can be downloaded from YRArg (http://www.yrargentina.com/old/index.php?page=shps/shpsb2).

What made me ask about something completely different and unrelated to that topic I'll never be able to tell you because I completely forgot about that.

Writing art code for a building is straight-forward.

Let me walk you through an art.ini section.

[YAPOWR] ;;this is the value of Image=
;;Image is a flag/tag/key you can set manually in rules.ini, and it points to the thing's art.ini section.
;;If Image= is set in art.ini, then it'll point to which file the game should use for that animation (or at the very least point to the art.ini section with that name).

Cameo= ;;self-explanatory

Foundation= ;;self-explanatory

Buildup= ;;it's Buildup and not BuildUp. You need this to sell the thing

NewTheater= ;;let's not overcomplicate matters and set this to yes.
;;Else chk ModEnc.

ActivAnim=
IdleAnim=
;;Yeah, no. Ain't explaining these either. ModEnc exists for a reason.

All you had to do was copy-paste the YAPOWR in art.ini, rename to something else if you don't want to change the original building graphics and want to add it as something new, and then rename the new graphics as appropriate.
If you go that approach, don't forget to list the Active and Idle animations under [Animations].

It is really not that hard.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Thu May 27, 2021 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I never used the code, I just saw that it had different names and thought that it belonged to the reaktor since both of them have the word BIO in them.

And yes I can read, [though members of my family are still debating that topic] my question was which files are the damage files since the original art code has more files names than the files in the download ?

In other words Just as an example, if the original files contain text that end in AD, BD & CD then I take it that 'D' are the damage files but if the download doesn't have any files ending in 'D' how is anyone to know what are the damage files ?

Especially when there are no files in the download that end with double letters, anyone would think that there are missing files.

I understand these because they are in the code
yapowr
yapowrmk
yapowr_a
yapowr_b
yapowr_c

I dont understand what these are because they are not in the original code
ygpowr
ygpowrmk
ygpowr_a
ygpowr_b
ygpowr_c

I dont understand this part of the code because there are no files in the download labeled as such and there is a forth file in the, code DD and the download contains no file ending in D.
YAPOWR_AD
YAPOWR_BD
YAPOWR_CD
YAPOWR_DD

[YAPOWRDM]
[YAPOWRDMB]
[YAPOWRDMC]

Hope now that you can understand why I find this confusing.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu May 27, 2021 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Look at the original [YAPOWR_AD], do you see an image tag? If you understand what Image= does, and you should it's very simple, my father can understand it and he is a great man, great man, what my father gave me more than anything else is great tutoring and a great brain, frankly. You know, my father's brother was a top person at MIT, went to MIT, graduated from MIT, was a teacher at MIT, a professor at MIT, a great engineer. I mean, you know, I have very good genes. You too should have at least ok genes, I mean, you know, enough to understand you don't need another file just to make a damaged AD. I just see that you are having - well you're having trouble, a conflict really with how the NewTheater= tag works, but that's ok, sometimes you need conflict in order to come up with a solution. Through weakness, oftentimes, you can't make the right sort of settlement, so I'm aggressive, but I also get things done, and in the end, everybody likes me, and everybody, ok not the Dems, but most everybody will like you if you just ask - just ask, you know, ModEnc, "what does NewTheater do?", and don't get yourself down because everybody has their detractors. Some people say arrogance, or whatever they may say. I only have one thing in mind, and that's doing a great job for PPM.
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu May 27, 2021 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

You have clearly never actually gone through the game files with XCC Mixer or bothered to open them and analyse them with SHP Builder.

Let's go through this piece by piece, shall we?

You're confused about where the damage animations are. OK, fair enough.
Have you ever opened those files with SHP Builder or viewed them with XCC Mixer?

Because if you did you would not be asking these questions.

And even if you didn't, it's not that hard to recognize things from the code.

Snippet:
Code:
[YAPOWR]
ActiveAnim=YAPOWR_A
ActiveAnimDamaged=YAPOWR_AD


What do you do? You go and chk those animations.
What do you see?

Code:
; Power plant active animation
[YAPOWR_A]
Image=YAPOWR_A
Normalized=yes
NewTheater=yes
Layer=ground
Start=1
LoopStart=1
LoopEnd=8
LoopCount=-1
Rate=220
DetailLevel=2
Shadow=yes
 
; Power plant active animation
[YAPOWR_AD]
Image=YAPOWR_A
Normalized=yes
;NewTheater=yes
Layer=ground
Start=9
LoopStart=9
LoopEnd=16
LoopCount=-1
Rate=220
DetailLevel=2
Shadow=yes


You notice anything? No?

Image=YAPOWR_A means the animation YAPOWR_A will use the file YAPOWR_A.shp for arctic/snow IF NewTheater=yes, else YAPOWR_A.shp will be used for all theaters.

Now let's chk the damage animation.
Image=YAPOWR_A
Start=9
LoopStart=9
LoopEnd=16
LoopCount=-1


This means the Bio Reactor Damaged Active Animation is in the file YAPOWR_A.shp, starting frame 9 (SHP Builder displays it as frame 10 because it's using 1-based rather than 0-based counting, unlike everything else in the game and other editors), ends the animation at frame 16, then starts the Actual Animation Loop at frame 9, plays until it reaches frame 16, goes back to frame 9, and repeats on an endless loop because of negative ("infinite" in this case) LoopCount.

You'd know this if you chked the tags on ModEnc. They all contain a link to how animation looping works.
https://www.modenc.renegadeprojects.com/Animation_Looping

Where and how do you find this animation in the files? You open XCC Mixer, hit Ctrl+F then type YAPOWR_A.shp in the search box.
Or type in Y*POWR* (with the *) to find all Bio Reactor animations.

Note: this only works if XCC Mixer can find your RA2YR install from the system registry.

Notice how building SHPs tend to come with 6 frames, or at minimum 4.
The first frame is the regular, non-damaged frame. The second frame is the damage frame. The third is either the damage frame, again, or the garrisoned frame for civilian buildings. Assuming the SHP file has 6 frames.
If it does, frames 4 through 6 are the shadows. Frame 4 is shadow for frame 1, frame 5 is shadow for frame 2, etc.

If the SHP file only has 4 frames, then frame 3 is shadow for frame 1, frame 4 is shadow for frame 2.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Virgil
Cyborg Firebomber


Joined: 22 Jul 2018

PostPosted: Thu May 27, 2021 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Notice how building SHPs tend to come with 6 frames, or at minimum 4.
The first frame is the regular, non-damaged frame. The second frame is the damage frame. The third is either the damage frame, again, or the garrisoned frame for civilian buildings. Assuming the SHP file has 6 frames.
If it does, frames 4 through 6 are the shadows. Frame 4 is shadow for frame 1, frame 5 is shadow for frame 2, etc.

If the SHP file only has 4 frames, then frame 3 is shadow for frame 1, frame 4 is shadow for frame 2.

Could also be 8 frames iirc, the Battle Bunker in YR has normal - normal damaged - garrison - garrison damaged - shadows.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu May 27, 2021 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the Battle Bunker is a step too far for our young... disciple.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Fri May 28, 2021 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I never used the code, I just saw that it had different names and thought that it belonged to the reaktor since both of them have the word BIO in them.

And yes I can read, [though members of my family are still debating that topic] my question was which files are the damage files since the original art code has more files names than the files in the download ?

In other words Just as an example, if the original files contain text that end in AD, BD & CD then I take it that 'D' are the damage files but if the download doesn't have any files ending in 'D' how is anyone to know what are the damage files ?

Especially when there are no files in the download that end with double letters, anyone would think that there are missing files.

I understand these because they are in the code
yapowr
yapowrmk
yapowr_a
yapowr_b
yapowr_c

I dont understand what these are because they are not in the original code
ygpowr
ygpowrmk
ygpowr_a
ygpowr_b
ygpowr_c

I dont understand this part of the code because there are no files in the download labeled as such and there is a forth file in the, code DD and the download contains no file ending in D.
YAPOWR_AD
YAPOWR_BD
YAPOWR_CD
YAPOWR_DD

[YAPOWRDM]
[YAPOWRDMB]
[YAPOWRDMC]

Hope now that you can understand why I find this confusing.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri May 28, 2021 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have clearly never actually gone through the game files with XCC Mixer or bothered to open them and analyse them with SHP Builder.

Let's go through this piece by piece, shall we?

You're confused about where the damage animations are. OK, fair enough.
Have you ever opened those files with SHP Builder or viewed them with XCC Mixer?

Because if you did you would not be asking these questions.

And even if you didn't, it's not that hard to recognize things from the code.

Snippet:
Code:
[YAPOWR]
ActiveAnim=YAPOWR_A
ActiveAnimDamaged=YAPOWR_AD


What do you do? You go and chk those animations.
What do you see?

Code:
; Power plant active animation
[YAPOWR_A]
Image=YAPOWR_A
Normalized=yes
NewTheater=yes
Layer=ground
Start=1
LoopStart=1
LoopEnd=8
LoopCount=-1
Rate=220
DetailLevel=2
Shadow=yes
 
; Power plant active animation
[YAPOWR_AD]
Image=YAPOWR_A
Normalized=yes
;NewTheater=yes
Layer=ground
Start=9
LoopStart=9
LoopEnd=16
LoopCount=-1
Rate=220
DetailLevel=2
Shadow=yes


You notice anything? No?

Image=YAPOWR_A means the animation YAPOWR_A will use the file YAPOWR_A.shp for arctic/snow IF NewTheater=yes, else YAPOWR_A.shp will be used for all theaters.

Now let's chk the damage animation.
Image=YAPOWR_A
Start=9
LoopStart=9
LoopEnd=16
LoopCount=-1


This means the Bio Reactor Damaged Active Animation is in the file YAPOWR_A.shp, starting frame 9 (SHP Builder displays it as frame 10 because it's using 1-based rather than 0-based counting, unlike everything else in the game and other editors), ends the animation at frame 16, then starts the Actual Animation Loop at frame 9, plays until it reaches frame 16, goes back to frame 9, and repeats on an endless loop because of negative ("infinite" in this case) LoopCount.

You'd know this if you chked the tags on ModEnc. They all contain a link to how animation looping works.
https://www.modenc.renegadeprojects.com/Animation_Looping

Where and how do you find this animation in the files? You open XCC Mixer, hit Ctrl+F then type YAPOWR_A.shp in the search box.
Or type in Y*POWR* (with the *) to find all Bio Reactor animations.

Note: this only works if XCC Mixer can find your RA2YR install from the system registry.

Notice how building SHPs tend to come with 6 frames, or at minimum 4.
The first frame is the regular, non-damaged frame. The second frame is the damage frame. The third is either the damage frame, again, or the garrisoned frame for civilian buildings. Assuming the SHP file has 6 frames.
If it does, frames 4 through 6 are the shadows. Frame 4 is shadow for frame 1, frame 5 is shadow for frame 2, etc.

If the SHP file only has 4 frames, then frame 3 is shadow for frame 1, frame 4 is shadow for frame 2.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Fri May 28, 2021 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have opened SHP builder and XXC, but I have never seen what you're describing.
I opened SHP builder for the new yuri bio and this is what it shows.

I opened every file and some shows it with snow or without but none shows the damaged version.

I also went through all the mix files with xxc, typed Y*POWR* and nothing comes up.

I did manage to get it into the game and it builds up and it gets damaged and blows up but its missing the glass bulbs.

Though the original download says
You can straight away replace the old reactor without any .INI coding as this has the same amount of frames how can that be if I copy the code from the original reaktor and the glass is still missing even though all 10 files from the download are in the MIX file.


This my code
Code:
[YGBAPOWR]
Image=YGBAPOWR
Normalized=yes
Remapable=yes
Cameo=YPWRICON
Foundation=2x2
Buildup=YGBAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=4
ActiveAnim=YGBAPOWR_A
ActiveAnimDamaged=YGBAPOWR_AD
ActiveAnimZAdjust=-20
ActiveAnimYSort=362
ActiveAnimTwo=YGBAPOWR_B
ActiveAnimTwoDamaged=YGBAPOWR_BD
ActiveAnimTwoZAdjust=-20
ActiveAnimTwoYSort=362
IdleAnim=YGBAPOWR_C
IdleAnimDamaged=YGBAPOWR_CD
IdleAnimZAdjust=-150
IdleAnimYSort=362
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=3,12
ActiveAnimThree=YGBAPOWR_D
ActiveAnimThreeDamaged=YGBAPOWR_DD
ActiveAnimThreeZAdjust=-9999
ActiveAnimThreeYSort=362
ActiveAnimThreePoweredSpecial=true
ActiveAnimThreePowered=false

[YBAPOWRDM]
Image=YGBAPOWR
Start=1
End=1
Translucency=25
Rate=200
AltPalette=yes
Normalized=yes
Flat=yes
Next=YAPOWRDMB

[YBAPOWRDMB]
Image=YGBAPOWR
Start=1
End=1
Translucency=50
Rate=200
AltPalette=yes
Normalized=yes
YDrawOffset=10
Next=YAPOWRDMC

[YAPOWRDMC]
Image=YGBAPOWR
Start=1
End=1
Translucency=50
Rate=200
AltPalette=yes
Normalized=yes
YDrawOffset=22



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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat May 29, 2021 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

You are still not posting the ActivAnim's code, assuming you even wrote it.

Need codez for [YGBAPOWR_A], [YGBAPOWR_AD], [YGBAPOWR_B], [YGBAPOWR_BD], [YGBAPOWR_C], [YGBAPOWR_CD], [YGBAPOWR_D], [YGBAPOWR_DD]

If those sections don't contain any code the anim won't play.

You can't tell the game to use an animation without code, unless it's the Buildup= animation. And probably something else too.

Point is, ActiveAnimations must be coded manually. Same goes to... whatever flags are for the SuperWeapon building animations.

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adamstrange
Rocket Infantry


Joined: 07 Mar 2013

PostPosted: Sun May 30, 2021 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I GOT IT WORKING.
THANKS TAK02

When you posted Need codez for [YGBAPOWR_A], [YGBAPOWR_AD], [YGBAPOWR_B], [YGBAPOWR_BD], [YGBAPOWR_C], [YGBAPOWR_CD], [YGBAPOWR_D], [YGBAPOWR_DD]

I did a search for the original YAPOWR and found it.

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