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Uploading A Custom Map ?
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adamstrange
Gauss Rifle Trooper


Joined: 07 Mar 2013

PostPosted: Fri Apr 18, 2025 6:01 pm    Post subject:  Uploading A Custom Map ? Reply with quote  Mark this post and the followings unread

I'm remaking a map with buildings that the player may not have as well as with unique sounds and wanted to know if this would work if I put it in a custom expandmd.MIX file [expandmd500 or rename it to a number thats not in their game]along with the sounds.

If I put part of the soundmd code into the map itself at the end of the map's code as well as the codes for the new buildings like this...

[SoundList]
4581=BuildingBlast

[BuildingBlast]
Sounds=metbldam metbldam2 metbldam3 metbldam4
;Sounds=bmetdama bmetdamb bmetdamc
Control=random interrupt
Limit=2
FShift= -10 10
VShift= 15
Volume=65

[GENOILR]
UIName=Name:GENOILR
Name=Tech Chemical Plant
Image=GENOILR
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=steel
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
DeathWeapon=VirusRadieyeBomb
MaxDebris=88
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=30
RefinerySmokeParticleSystem=NewFireSmokeSys
DamageParticleSystems=BigGreySmokeSys,TestSmokeSys
Capturable=yes
CaptureEvaEvent= EVA_OilRefineryCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
ProduceCashStartup=5000 ; credits when captured from the Neutral house
ProduceCashAmount=10 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
WorkingSound=ChemPlantLoop
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
IsTemple=yes
ToProtect=yes
DieSound=YuriDemoBlast

[GENOILR]
Image=GENOILR
Foundation=4x3
NewTheater=yes
DemandLoad=true
ActiveAnim=GENOILR_A
ActiveAnimZAdjust=-50
ActiveAnimYSort=362
ActiveAnimPowered=yes

ActiveAnimTwoX=-50
ActiveAnimTwoY=362
ActiveAnimTwoDamaged=SMOKEDUMMY
ActiveAnimTwoZAdjust=-332
ActiveAnimTwoYSort=362
ActiveAnimTwo=SMOKEDUMMY
ActiveAnimTwoPowered=no
Height=6

DamageFireOffset0=17,-30
DamageFireOffset0=-17,10
DamageFireOffset1=9,34
DamageFireOffset0=-14,-7
DamageFireOffset1=6,-34
CanHideThings=True
CanBeHidden=False
OccupyHeight=4
RemoveOccupy1=-2,0
RemoveOccupy2=-2,-1
RemoveOccupy3=-2,1

Would the game read the sounds and new buildings and their codes from the expandmd or would the player have to install these in their game ?

If I left out the sounds but put the buildings and their rules and art codes into the map's code and put it into a custom expandmd MIX, would it show up in the players map list and open up with the new buildings ?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Apr 18, 2025 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only way you can add sounds is by including your own audio.bag+audio.idx (very large) or by forcing the use of Ares which can load loose files.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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adamstrange
Gauss Rifle Trooper


Joined: 07 Mar 2013

PostPosted: Fri Apr 18, 2025 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay but if I just add the new buildings and their codes [no sounds] at the end of the map's code and the SHP files and put then in a new expandmd, would every thing show up when they start to play ?

Also, has this been done before that you know of ?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Apr 18, 2025 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't define new art inside a map, you can only define new rules. Any art or sounds you want to use must already exist in the game/mod for a map to use them.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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