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Forum Members: 18,581
Total Threads: 8,669
Posts: 94,547
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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
04-23-2003, 06:52 AM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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!!!Need Help!!!
hi guys,
i tried to convert the Ion Cannon version provided by psycho from YR to RA2 it worked perfectly but theres a just a small problem, if its is sold, or destroyed the internal error message occurs here's the configuration i did for the mpbattle.ini... i replaced it with a paradrop...
[SuperWeaponTypes]
12=IonStrikeSpecial
13=ParaDropSpecial
[BEAC0]
SuperWeapon=ParaDropSpecial
ChargedAnimTime=.99
[ParaDropSpecial]
UIName=Name:Ion
Name=Ion Strike
IsPowered=false
RechargeTime=9 ;<=== Dont change the time !
Type=IonStrike
Action=IonStrike
SidebarImage=IONCICON
ShowTimer=yes
DisableableFromShell=yes
FlashSidebarTabFrames=120
[IonStrikeSpecial]
UIName=Name:PsyReveal
Name=Psychic Reveal
IsPowered=false
RechargeTime=4
Type=PsychicReveal
Action=PsychicReveal
SidebarImage=PSYRICON
ShowTimer=no
DisableableFromShell=yes ;yes
FlashSidebarTabFrames=120
if any one can help PLZ do and i also want to know hoe to activate the collapse sequence of the allied and soviet MCVs
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04-23-2003, 07:44 AM
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#2 (permalink)
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Member
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
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The animations are not in the game properly, I think you'll have to find them floating around the internet or extract them from Deezire. you give the building a DestroyAnim= in the rules file.
And, sorry, but I wouldn't know eher to begin with the superweapon stuff.
Although, maybe if you gave it a deathweapon as well.
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04-24-2003, 03:37 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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U said it worked perfectly ! But Type=PsychicReveal & Action=PsychicReveal doesn't exist at ra2 ! Hmm, i think i get a really interesting idea. DeeZel, can u post the modyfied codes (for all, beacon and super,rules and art) here ? I should analyse it, as i'm currently trying Ion Cannon and meteor Shower for RA2. I'll enable earth shake and 1-beam-area-fire ion cannon for it.
ps. My Ra2 1.006 got a bug, so that my base is destroyed (Boom !) after 5 second i start the skirmish May b Its crrupted. I need to re-install it.
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04-29-2003, 04:48 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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Hi psycho, thx for replying my thread,
i just wanted to say the ALL the art coding i did was yours (thx again) so as u c, the data provided in my first thread is the problem and..i dont think the action PSYCHIC REVEAL is the problem..beacause if it was, the internal error message would appear when i deploy the weapon after its charged [if you know what i mean] ...am i right?
still, i have some remarks about this superweapon:
1. superweapons are supposed to be stopped only by destroying the building which provides the superstrike...i know that the beacon's armor
is tough but i dont think its such a good idea to PLACE it in your opponent's building.
2.after the ion strike is deployed, and of course the building is toast now  , destroying another building makes me obliged to sell the beacon, construct another one and place it into my opponents building (AGAIN) so cant you make it like the classic ion cannon in tiberium sun?? (also i think it will be a good idea if we added a death weapon to it right??)
Oh and psycho i changed my nickname. I want it to be DeeZazter... isnt there anyway i can change my nickname without re-registering ???
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04-29-2003, 05:18 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Oh now i got u ! u placed the beacon inside a building. If u place the beacon inside a building it'll destroy the building after the sw fired. But agter that the ion cannon anim get an infinite loop (as i saw at YR). Now u cant sell it and it'll automatically crash game (YR) for particle overload. Now i'm fixing some of the problems as follows :
1) u cant place the beacon inside a building, just place the beacon beside a building.
2) There is a SW holder building. When u buy it u'll get the beacon buildable. No need to place beacon while charging the SW (charging with sw holder building, eg. Ion Cannon Uplink). When the SW is fully charged place the beacon and ISW (eg. Ion Cannon) will b fired.
3) Now Ion Cannon can do area damage (radius 3/4, at least below 10) and also earth shake is added with it.
4) The Beam anim and the ground shockwave anim will b played at once, like real ion cannon.
5) When the SW holder building is destroyed and already beacon is placed, the SW will still charge, but after firing that SW u'll lost the charging icon.
6) When have a sw holder building, u've placed a beacon and have fired that, the SW will still charge with that SW holder building.
These r some improvements with my old SW logics. 
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04-29-2003, 05:30 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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that will be great, please inform me of the new updates 
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05-04-2003, 12:09 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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i also hav a question about mapping stuff.. how do you put your maps in ecachexx.mix or expandxx.mix and it will still be read by RA2???
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05-04-2003, 12:30 PM
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#8 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 189
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Just use XCC mod creator. You put the files in the right section, save, export(as EXE or XMLF) and double click on it, it makes your mod into an easy to use program. Oh, i think DeeZazter is taken, I got cameos from him, unless that's you.
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05-04-2003, 01:22 PM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
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Originally Posted by DeeZeL
i also hav a question about mapping stuff.. how do you put your maps in ecachexx.mix or expandxx.mix and it will still be read by RA2???
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You need your own .PKT file for your additional maps (same format as MISSIONSMD.PKT, which is a plain text file and very easy to make). You can name the file anything you want. Your new PKT file will not be read from a MIX file, it will have to be a loose file in the game folder. If using XCC mod launcher, put your PKT file in the 'video' category - this will ensure the file is written to the game folder on launch without being added to a MIX or otherwise processed.
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05-04-2003, 02:53 PM
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#10 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 189
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The XCC mod creator puts any form of map (.map, .yrm, .mpr...) into the correct mix file. It also organizes voxels, cameos, hvas, shps, and so on into the correct mix file, all so that it works.
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