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how do add new units to ra2 maps
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Rosco999999
Vehicle Driver


Joined: 28 Feb 2004

PostPosted: Fri Jan 07, 2005 6:44 am    Post subject:  how do add new units to ra2 maps Reply with quote  Mark this post and the followings unread

well i got no reply in the editing and it's just one question, somebody knows, i know u use notpad or wordpad, but how do type in the units fil€es and stuff.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jan 07, 2005 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea, it is wordpad... it's the same way you do in rules.ini, but in the map. The difference is that, by default, the map doesnt have a [VehicleTypes] or [AircraftTypes] or [InfantryTypes] list. So, you have to add one


Code:
[VehicleTypes]
90=NEWUNIT



Then you add the new unit data after it....Here's a sample:


Code:
; Grizzly Clone
[NEWUNIT]
UIName=Name:MTNK
Name=Cheap Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm
Strength=200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=500
Soylent=600
Points=20
ROT=3
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time

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Last edited by Banshee on Fri Jan 07, 2005 8:50 am; edited 1 time in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jan 07, 2005 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:

Image=MTNK
...
Image=GTNK
Rolling Eyes

And, Rosco, no art code can be added to maps. You'll need to use existing voxels/shps.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jan 07, 2005 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

rushed copy and paste #Tongue... sorted.

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Rosco999999
Vehicle Driver


Joined: 28 Feb 2004

PostPosted: Mon Oct 17, 2005 5:47 am    Post subject: hmmmm Reply with quote  Mark this post and the followings unread

but there was a way i could put my new unit wit new voxels on a map and play online. i fogot i to do that. it was somethin like copy my voxels to my RA2 directory and place my units codes in wordpad, somethin save it as rules.ini
(stupid, but i dont think that was it) and then open FA2 and my rules.ini units codes to the map.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Oct 17, 2005 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a lot of stuff you'd have to carry along with your map - art(md).ini, unit voxel/shp/hva files... If you're using new units, it would make more sense to make a minimod and distribute it with xcc mod launcher.

This would be better suited under RA2 Mapping Discussion. Moved.
(Btw, there already is a topic on this subject that you should read.)

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Mon Apr 10, 2006 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

This means i can make my dream true of haveing a demo school bus in my map!!!

Just putting:

Primary:DemoBomb(or whatever)
DeathWeapon:Demo Bomb
Cost:1000
Techlevel:8
etc.,etc.,etc.,!!!

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Wed Apr 26, 2006 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

how can i make the tank or unit have

A) a better attack power

B) attack air unites

thanks

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RA2FREAK
Rocket Infantry


Joined: 16 Mar 2006
Location: usa

PostPosted: Wed Apr 26, 2006 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.ok to make a tank/unit have a better attack power, u need to look at the weapon(s), primary, secondary, Elite primary, and or Elite secondary:
heres an example of how i would want to make the grizzly tanks attack stronger.

; Medium Tank
[MTNK]
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE

the weapon is 105mm, and 105mmE

hit ctrl f and type in 105mm.

; anti-armor weapon
[105mm]
Damage=65 <- the higher the numbers, the more damage,
ROF=60
Range=5
Projectile=Cannon
Speed=40
Warhead=AP
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes

now do the same thing with the elite weapon, and remember always make the lite weapon more pwerful

another fun thing to do is this:

; anti-armor weapon
[105mm]
Damage=65
ROF=60
Range=5
Projectile=Cannon
Speed=40
Warhead=AP
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes
Burst=2 ,- that makes the tank shoot 2 bulllets or whatever u wanna call them, the higher, the more shots!


2. All you have to do is make the primaary or secondary weapon shoot what an ifv shoots, or an aegis, or flak trak, etc. just find the unit with the anti air weapon u want, and find its primary weapon, and use it for your new unit. have fun![/b]


if u have any more questions, ask me at my forums http://www.forumsvibe.com/ra2zone

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Thu Apr 27, 2006 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks heaps =D

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gog
Vehicle Driver


Joined: 22 Apr 2006

PostPosted: Sat May 13, 2006 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

how do u make so only build 1 of the unit, like tanya in yuris, so u can just build one guy

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat May 13, 2006 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not related to mapping... And if you had read the Tutorials Vault before asking, you would have seen a topic titled "Unique units built only once", telling you, oh who'd ever have thought, how to make unique units.

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Dreadlord
AA Infantry


Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Sat May 13, 2006 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

gog wrote:
how do u make so only build 1 of the unit, like tanya in yuris, so u can just build one guy

do you mean "have only one unit per time" or "build a unit once, and if you lose it, it cannot be created again" ?

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