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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 01-28-2003, 01:40 PM   #1 (permalink)
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Default Need help with Nuke Silos.

In my mod, I am trying to give all three sides acess to a nuclear missile silo. I recently got some graphics for a Yuri silo and tried cloning the Soviet silo rulesmd.ini and artmd.ini entries for it (and its animations, I didn't forget those) but it didn't work. When the nuke was ready, it didn't run the anims for the nuke being ready, and when I fired it, nothing happened. So I have two questions:

1. How do I get this to work?
2. Does anyone know where I can get the .shp for an allied nuke silo?
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Old 01-28-2003, 03:09 PM   #2 (permalink)
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You cannot simply clone the nuke and be done with it. You've got to change the Action= to a valid action (one that's not used by the game). You can try to find your own actions, or look around for them. Here are some:

AttackMoveTar, AtttackMoveNav (Both if you are not using attackmove in the ACB), ans TibSunBug. There's more, but i can't remember them.
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Old 01-28-2003, 10:12 PM   #3 (permalink)
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I didn't clone the weapon, I cloned the silo. The silo gives you the same nuke as the Soviet silo. It just looks different (the silo, not the missile). Do I need to clone the nuke superweapon itself for each type of silo?
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Old 01-29-2003, 08:35 AM   #4 (permalink)
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some folk cloned nuke superweapons. i tried it and it worked but i just merely forgot what i really did!
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Old 01-29-2003, 09:05 PM   #5 (permalink)
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I don't want to clone the weapon! I want the silo to fire the same nuke as the soviet silo! I just want it to be fired out of a different structure while keeping the same soviet silo in the game as well. How can I do this? Or do I need to make a cloned nuke for the new silo instead of using the original one?
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Old 01-30-2003, 12:31 AM   #6 (permalink)
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dude, i dunno it if would work. look for the entry [NAMISL]. then look for the entry, "NukeSpecial" sounds like that and copy that entry to your new nuclear silo and try to run the game with superweapons enabled and use any Soviet Side as your opponent. if it works, good. if not, clone it. .
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Old 01-30-2003, 10:41 AM   #7 (permalink)
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I guess I'd better clone it then.
I'm going to use TibSunBug for one nuke's action and TogglePower for tho other one's.

Now for my other question: Does anyone know where to find a good .shp for an Allied nuke silo?
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Old 01-30-2003, 12:54 PM   #8 (permalink)
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No one ever made one afaicr
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Old 01-30-2003, 01:12 PM   #9 (permalink)
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Alright, I cloned the nuke (used TibSunBug) and ran into a problem. The Soviet nuke silo is messed up. It keeps going through all of its anims (open, release nuke, close, repeat), until one minute before the nuke is ready, then it shows the nuke normally. Is this fixable?

By the way, I didn't change the Soviet silo at all. I don't know what messed up.
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Old 01-31-2003, 03:37 AM   #10 (permalink)
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Actually, there is a modern day PeaceKeeper missile silo shp somewhere, it looks exactly like the missile silo from RA1, Commander made it over at Sleipnirs Forum. finding the correct offset for the missile is a bitch, speaking of which it had a black missile to replace the default one. Before Spleipnir discontinued his forum you could have downloaded it from there and there was supposed to be another version of it sometime, wish I could find it. For your current predicament, as far as I know, if you want totally functional independent silos, Deezire mentioned something about using the SuperAnims Logic off of the Tesla Coil and Prism Tower, what ever that means, Ive honestly spent the last couple of months trying to figure that one. Deezire, I think it would be better if you just told us how you did it
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