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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 01-12-2003, 12:29 PM   #1 (permalink)
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Default Pip scale bug

This is just as a bit of info on a bug that I encountered recently. I made a new game mode that was similar to the normal "Battle" mode but in it I made various modifications. One of these was to make alterations to the standard infantry for each side (E1, E2 and INIT) so I just put down the section headers and made ONLY the changes to these sections over the rules.ini in the new mode .ini file. The result was that the OccupyPip= settings were also set to default (The ones that get used for the bioreactor) despite the fact I never changed them, so I had to add them into the mode.ini file specifically for the game to use them correctly in that mode. Strange eh? For the record, the changes were that I gave these infantry Sensors=yes and SensorsSight=1.
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Old 01-12-2003, 01:19 PM   #2 (permalink)
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I remember running into that in my Techwar mode, Only some of the pips got confused IE PersonBlue went to Conscript, Red to Initiate and PersonYellow went to the GI,
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Old 01-12-2003, 01:21 PM   #3 (permalink)
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Yeah, the Engine is full of all sorts of strange things, such as the crazy desolator beam (I posted it in sleipnir's stuff), and a v3 rocket that went up in a normal arc and came down towards the ground but swerved just in time to miss the ground. :tard: I posted that one in sleipnir's stuff too.
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Old 01-12-2003, 02:52 PM   #4 (permalink)
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I got that bug half a year ago, on my map Tricky Truck on Track.all garrisons are green bio reactor pips, no idea why as i never modded that. All i can remember i altered is the range of occupier weapons.
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Old 01-12-2003, 06:53 PM   #5 (permalink)
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I got the same bug when I gave the Initiate VeteranAbilitites=X or EliteAbilities=Y when trying to figure out what those abilities did (the engine has some entry for X and Y as abilities) :tard:
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