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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.

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Old 04-30-2003, 05:47 PM   #1 (permalink)
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Default i can't figure it out

i used the dz tutorial to make a third para drop and it wouldn't work then i IM'ed a few people like fenring and kravvitz and they could figure out why this paradrop wouldn't work so now i need help from the boards
and sometimes when i don't have enough power one of the paradrops say on hold but they are all ispowered=no

heres my rules


[ParaDropSpecial]
UIName=Name:APara
Name=American Paratrooper Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=ParaDrop
Action=AmerParaDrop
SidebarImage=APARAICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox

[AmericanParaDropSpecial]
UIName=Name:Para
Name=Paratrooper Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=AmerParaDrop
Action=AttackMoveTar
SidebarImage=BPARICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox

[NewParaDropSpecial]
UIName=Name:Para
Name=Paratrooper Drop
IsPowered=false
RechargeTime=7
Type=ParaDrop
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox

1=MultiSpecial
2=IronCurtainSpecial
3=LightningStormSpecial
4=ChronoSphereSpecial
5=ChronoWarpSpecial
6=ParaDropSpecial
7=AmericanParaDropSpecial
8=NewParaDropSpecial

[AMRADR]
UIName=Name:GAAIRC
Name=American Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
RequiredHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=ParaDropSpecial

;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop
;AmerParaDropNum=6,6,6 ;How many of each of those infantry

AmerParaDropInf=GHOST,ENGINEER ;Types of infantry for the planes to drop
AmerParaDropNum=5,5 ;How many of each of those infantry

AllyParaDropInf=E3,E3 ;Types of infantry for the planes to drop
AllyParaDropNum=7,7 ;How many of each of those infantry

SovParaDropInf=E2,E2 ;Types of infantry for the planes to drop
SovParaDropNum=8,8 ;How many of each of those infantry

[CAAIRP]
UIName=Name:CAAIRP
Name=Tech Airport
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbr is4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSy s
Capturable=yes
NeedsEngineer=yes
Unsellable=yes
Ammo=99
SuperWeapon=NewParaDropSpecial
LeaveRubble=yes


[NAPSIS]
UIName=Name:NAPSIS
Name=Psychic Sensor
;BuildCat=Combat
BuildCat=Tech
Prerequisite=NATECH,NACNST
Strength=800
SpySat=yes
Radar=yes
Armor=wood
TechLevel=10
Adjacent=2
Sight=10
PsychicDetectionRadius=20
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=50
Power=-100
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbr is4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep.
DetectDisguise=yes
DetectDisguiseRange=20
;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble
SensorArray=yes
SensorsSight=20
Ammo=50
SuperWeapon=AmerParaDropSpecial
RevealToAll=no
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Old 05-01-2003, 02:15 AM   #2 (permalink)
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Default Re: i can't figure it out

yeah the code looks like the working code that I use.

*shakes head in bewilderment*
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Old 05-02-2003, 08:11 PM   #3 (permalink)
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does anybody know what i did wrong
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Old 05-04-2003, 12:27 AM   #4 (permalink)
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theres gotta be something i did wrong but what is it this thing is driving me nuts
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Old 05-04-2003, 12:49 AM   #5 (permalink)
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I'm still trying to figure it out myself...maybe SpySat=yes in the NAPSIS is causing the problem
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Old 05-04-2003, 02:11 AM   #6 (permalink)
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nope that didn't fix it
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Old 05-04-2003, 04:32 AM   #7 (permalink)
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If u try to change the name "NewParadropSpecial" to "Paradrop2Special" ....... I know its not a solution but try it
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Old 05-04-2003, 12:15 PM   #8 (permalink)
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that didn't do it either
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Old 05-07-2003, 04:28 AM   #9 (permalink)
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In dz's rule i saw dz added SuperWeapon2=NewParadropSpecial to [GADUMMY] which is a placeholder. Special SW (eg. ChronoWarpSpecial) needs placeholder
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Old 05-07-2003, 01:35 PM   #10 (permalink)
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Default

Quote:

In dz's rule i saw dz added SuperWeapon2=NewParadropSpecial to [GADUMMY] which is a placeholder. Special SW (eg. ChronoWarpSpecial) needs placeholder
it just has to be on a building....how can you put it on a building that you can't build?
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