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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 09-19-2003, 06:04 AM   #21 (permalink)
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Quote:
Originally Posted by Xgamer
Quote:
Originally Posted by Renegade
wow, looks pretty good...although I can't say if it's complete or not...

Anyway, some comments:
FLH --> The "Lateral"-value is also used by weapons with Burst=2 or more. One projectile will leave on X, while the other one will leave at -X (X being the lateral value)
I'm pretty sure its the SecondaryFireFLH that sets the spawn point for the second projectile.
I believe the Lateral is for how much the firing is to the left or right of a unit. I'm not sure though. Maybe if you have a burst of 2 it mirrors...

SecondaryFireFLH is for the Secondary weapon AFAIK.

Quote:
Originally Posted by Xgamer
Quote:
Originally Posted by ComradeJ
Hey Xgamer, that could be handy for the complete tutorial we're writing on RA2 modding.
I intended this Art.ini guide be included with DeeZire's Editing Guide, so as to complete it. Its already written in that style too. You can use any part of it for your tutorial, just credit me.
Of course! Thanx a lot!
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Old 09-19-2003, 09:50 PM   #22 (permalink)
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Quote:
Originally Posted by ComradeJ
I believe the Lateral is for how much the firing is to the left or right of a unit. I'm not sure though. Maybe if you have a burst of 2 it mirrors...

SecondaryFireFLH is for the Secondary weapon AFAIK.
I meant that SecondaryFireFLH might be also be used as a secondary spawn point for Burst=2 weapons. I need someone to confirm it.
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Old 09-20-2003, 04:48 AM   #23 (permalink)
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And u forgot abt SuperAnims in "Buildings" section. And animation can handle warheads, but dont obey the verses i think, only infdeath (default is burn death) and some other factors work.
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Old 09-20-2003, 07:37 AM   #24 (permalink)
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Quote:
Originally Posted by Xgamer
Quote:
Originally Posted by ComradeJ
I believe the Lateral is for how much the firing is to the left or right of a unit. I'm not sure though. Maybe if you have a burst of 2 it mirrors...

SecondaryFireFLH is for the Secondary weapon AFAIK.
I meant that SecondaryFireFLH might be also be used as a secondary spawn point for Burst=2 weapons. I need someone to confirm it.
Well, I have two Burst=2 weapons on my Enslaver-Mech, with two different FLHs...if your theory was the case, I'd get really weird results... :lol:

Oh, and by the way: My Grim Reaper-Mech has only one FLH...yet he has two spawn points...Burst=2 makes it possible.

And about that Trailer-thing... do you mean [V3] or [V3ROCKET]?
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Old 09-20-2003, 10:24 AM   #25 (permalink)
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I wonder, why the programmers made the Apocalypse Tank fire both shots from one location. Lazyiness perhaps?

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And about that Trailer-thing... do you mean [V3] or [V3ROCKET]?
About the trailer, yes it is [V3]. I have a screenshot of it somewhere on my comp of the V3 Launcher with a LineTrail on it. I'll post it if I can find it.

Quote:
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And u forgot abt SuperAnims in "Buildings" section. And animation can handle warheads, but dont obey the verses i think, only infdeath (default is burn death) and some other factors work.
Ah right I forgot the SuperAnims. They're pretty much the same as the other Anim tags. I didn't catch the last part though.

I'll change the ART.INI guide and upload it soon. You to both deserve your name in the credits as proofreaders.
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Old 09-20-2003, 10:47 AM   #26 (permalink)
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Are you sure about that Apocalypse bit? Try putting something like FLH=100,500,100 for the Apoc and test it... the big Y number will put those shots really far away from each other

You also forgot AlternateFLH0 and up... That's YR way of getting this effect. They are used in the order that they are listed. Like this:
Quote:
[MIND]
Cameo=MINDICON
AltCameo=MINDUICO
Voxel=yes
Remapable=yes
AlternateFLH0=0,25,90
AlternateFLH1=0,-25,90
AlternateFLH2=-50,25,90
AlternateFLH3=-50,-25,90
AlternateFLH4=-25,0,90
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Old 09-21-2003, 09:40 AM   #27 (permalink)
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Quote:
Originally Posted by Xgamer
I didn't catch the last part though
u talking abt the warhead in anim ? U can add warhead with animations as well as damage setting. But it seems the verses of that warhead in animation dont work with that animation. Only infdeath= works in the warhead coding with animations. So if u want a shock death for infantry with an animation, add a warhead to that animation and add infdeath=5 to that warhead
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Old 09-21-2003, 12:33 PM   #28 (permalink)
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...it never worked for me. (See my Tiberium-damage-thread)

but I've not used it that much, so...
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Old 09-22-2003, 04:53 AM   #29 (permalink)
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Last night i got a sign that animation may obey verses with some testing. U'll get really weird results some time when add warhead to animation.
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Old 09-23-2003, 09:22 PM   #30 (permalink)
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Thanks everyone for the input.

I think that warhead= was really meant for the debris. Debris use a damage= that is only applied once (at the point of impact), whereas Animations will continually apply its damage= for as long as it is active.

The Art.ini guide has been modified and reuploaded. Thanks again.
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