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 Forum index » Modding Central » Red Alert 2 Editing Forum
Nuke Animations
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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Fri Jun 11, 2021 4:42 am    Post subject:   Reply with quote  Mark this post and the followings unread

Hi guys, it's me again quick question, how to make a seperate nuke animations scripts whether from ARES or from the vanilla RA2YR engine. I want the custom made animation .SHP (image above) to be exclusive on the nuke superweapon while the original .SHP one will be on the Nuke reactor.

Is it possible to do that???

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 11, 2021 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's possible

Just look through the INI.

You need to find the Nuke SW's Warhead, and then the Warhead of the Weapon the Nuclear Reactor uses when dying, assuming they're not the same.
If they are the same you'll have to clone it and mod it so it uses a different animation, in this case the one above that you want.

Of course, you'll have set that new warhead to be used by the Nuke SW.

If they are not the same it's as simple as changing the Nuke Warhead's animation.

You'll might have to do some art.ini coding, but I'm not sure.
Search in art.ini for the Nuke Warhead animation; if it has any code then clone it and don't forget to name the animation appropriately, or define Image= appropriately.

This is something you really should be able to figure out on your own.
It's not that hard. This is actually the easy part of modding Tiberian Sun and Red Alert 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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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Fri Jun 11, 2021 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Yes, it's possible

Just look through the INI.

You need to find the Nuke SW's Warhead, and then the Warhead of the Weapon the Nuclear Reactor uses when dying, assuming they're not the same.
If they are the same you'll have to clone it and mod it so it uses a different animation, in this case the one above that you want.

Of course, you'll have set that new warhead to be used by the Nuke SW.

If they are not the same it's as simple as changing the Nuke Warhead's animation.

You'll might have to do some art.ini coding, but I'm not sure.
Search in art.ini for the Nuke Warhead animation; if it has any code then clone it and don't forget to name the animation appropriately, or define Image= appropriately.

This is something you really should be able to figure out on your own.
It's not that hard. This is actually the easy part of modding Tiberian Sun and Red Alert 2.


Ok, now i stumbled upon this code set in rulesmd.ini Smile:

[NukeSpecial]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=10
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2

What code should i find in order to replace the custom made animation .shp only on the aforementioned superweapon Confused.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 11, 2021 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The original SuperWeapons are special, with special code and values not just in their SW section, but also the General section or the SpecialWeapons section.

Code:
[SpecialWeapons]
NukeWarhead=Nuke        ; warhead used by falling nuke missile

[NukePayload]
Warhead=NUKE

[NUKE]
AnimList=NUKEANIM   ; SJM: This is once again the warhead-related anim


These are all the relevant bits you should've found yourself. The fact that you didn't and are asking to be spoon-fed, again, even when I already dropped a lot of hints to the solution in my previous post, is worrying.
Everything else is up to you now.
_________________
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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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Fri Jun 11, 2021 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
The original SuperWeapons are special, with special code and values not just in their SW section, but also the General section or the SpecialWeapons section.

Code:
[SpecialWeapons]
NukeWarhead=Nuke        ; warhead used by falling nuke missile

[NukePayload]
Warhead=NUKE

[NUKE]
AnimList=NUKEANIM   ; SJM: This is once again the warhead-related anim


These are all the relevant bits you should've found yourself. The fact that you didn't and are asking to be spoon-fed, again, even when I already dropped a lot of hints to the solution in my previous post, is worrying.
Everything else is up to you now.


Ok noted, my apologies for bothering you Sad Sad .

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 11, 2021 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

DyordsTheBell wrote:
Ok noted, my apologies for bothering you Sad Sad .
I didn't mean it like that, it's just... well...
These are the things we know and do because we figured it out ourselves ages ago; Notepad and Ctrl+F, or Notepad++ and Ctrl+F and all that...

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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Sat Jun 12, 2021 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
DyordsTheBell wrote:
Ok noted, my apologies for bothering you Sad Sad .
I didn't mean it like that, it's just... well...
These are the things we know and do because we figured it out ourselves ages ago; Notepad and Ctrl+F, or Notepad++ and Ctrl+F and all that...


Thanks, i'll let you know if this trick works  Smile  Smile .

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