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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 05-05-2003, 04:39 AM   #11 (permalink)
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shift+s is default to take screenshot.
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Old 05-05-2003, 07:17 AM   #12 (permalink)
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ok, thanks, i've got it to work

I have 2 more questions:

1.)how can i use a weapon like boris's flare to spawn a unit from the edge of te map, not necesarily MiGs or a Paradrop or spy plane though?

2.)Are all the recahrging icons(ex. force shield) supoerweapons or just another item or building type on the icon bar?
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Old 05-05-2003, 09:03 AM   #13 (permalink)
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AS for the first I don't have yr so I cant help, but all the side bar charging icons belong to super weapons, altough there are some that are unused in the game. For more info on those find Psycho's post, I think it is My Research on Super Weapons or something real close to it. I believe there is an entire list of all the used and unused super weapon types.

AS for the fire angle, I thought you could change it? Maybe not, I haven't tried editing anything that spawned since I junked some of my more newbish ideas.
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Old 05-05-2003, 06:02 PM   #14 (permalink)
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also, is it possible to create a plane that has a maverick-type bomb for primary and gatling cannon for secondary that is anti-air?

and, anyone know bout the boris flare-type weaponry where units are spawned from off the screen from another infantry?
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Old 05-06-2003, 04:18 AM   #15 (permalink)
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1) To have boris type weapon just clone boris' flare and also add airstrike stuff codes from boris to that unit. Change airstrike team to have different aircraft to call. Paradrop and spy plane call probably dont work.

2) Recharging icons r only for SuperWeapons. building icons always remain under the recharging icons.
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Old 05-06-2003, 07:25 AM   #16 (permalink)
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is it possible to create a plane that has a maverick-type bomb for primary and gatling cannon for secondary that is anti-air?
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Old 05-07-2003, 04:34 AM   #17 (permalink)
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An aircraft type with fly locomotor can't have air2air combat properties.
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Old 05-07-2003, 07:18 AM   #18 (permalink)
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so i would have to make it type vehicle w/ jumpjet properties for air2air combat?
If i did that, how would i be able to have it land on an airforce command center?
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Old 05-07-2003, 01:59 PM   #19 (permalink)
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You remove the BalloonHover=yes tag, but without being an aircraft type it will act different. You can make it land on the AFC, but I don't know if you can make it go attack something and then automatically fly back to reload.
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Old 05-07-2003, 05:28 PM   #20 (permalink)
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hmmm, maybe deezire knows?
what about in the bliztkrieg mod. In ww2, the aircraft had aa weaponry. Did blitzkrieg employ that in thier mod?
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