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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 09-20-2003, 06:48 AM   #1 (permalink)
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Default Help my Ion Cannon don't work :cry:

Can i make a building to get the Ion cannon uplink put into when i build the building and when i press the Ion cannon button it just restart no Ion Beam not even a single particle of an ion beam and i've done all it says and now i post it here


ION CANNON BEACON V1.0b
=======================
By : Raynler Anjan Roy

The following are the hacks for the Super Weapon.
Thanx to Deezire Team to invent the logic.

Enter the followings in the multiplayer modes ini files (eg. mpbattlemd.ini
mpfreeforallmd.ini etc.)

[SuperWeaponTypes]
12=IonStrikeSpecial
13=PsychicRevealSpecial ;<=== Keep this at the end of the serial

[BEAC0]
SuperWeapon=PsychicRevealSpecial
ChargedAnimTime=.99

[NAPSIS]
SuperWeapon=PsychicRevealSpecial

[PsychicRevealSpecial]
UIName=Name:Ion
Name=Ion Strike
IsPowered=false
RechargeTime=8
Type=IonStrike
Action=IonStrike
SidebarImage=IONCICON
ShowTimer=yes
DisableableFromShell=no
FlashSidebarTabFrames=120

[IonStrikeSpecial]
UIName=Name:PsyReveal
Name=Psychic Reveal
IsPowered=false
RechargeTime=4
Type=PsychicReveal
Action=PsychicReveal
SidebarImage=PSYRICON
ShowTimer=no
DisableableFromShell=no ;yes
FlashSidebarTabFrames=120

this is to modesmd.ini


ION CANNON BEACON V1.0b
=======================
By : Raynler Anjan Roy



Enter the following in [BuildingTypes] list


#=BEAC0

(here # is the serial no of the list)


Enter the following in [Animations] list


#=BEAC0_E
#=BEAC0_ED
#=BEAC0_F
#=BEAC0_FD
#=BEAC0_G
#=BEAC0_GD
#=BEAC0_H
#=BEAC0_HD

(here # is the serial no of the list)


Enter the followings in [Particles] list


#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1

(here # is the serial no of the list)


Enter the following at the end of the rulesmd.ini file


[BEAC0]
UIName=Name:BEAC0
Name=Ion Cannon Beacon
BuildCat=Combat
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=8900
Powered=true
Adjacent=128
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2
Cost=2500
Points=30
Power=-200
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
Nominal=yes
ThreatPosed=1
AIBuildThis=yes
ProtectWithWall=no
Spyable=no
Repairable=yes
ClickRepairable=true
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7L G,DBRS10LG,DBRS10SM
MaxDebris=15
MinDebris=7
RadarVisible=no
Invisible=yes
PlaceAnywhere=yes
CloakGenerator=yes
CloakRadiusInCells=1

[IonStrikeWH]
Wall=yes
Wood=yes
CellSpread=3.0
PercentAtMax=1.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100 %,100%,100%
Conventional=yes
Rocker=yes
InfDeath=5
Bright=yes
CombatLightSize=40%

[IonEffect1]
Image=IONSPARK
MaxDC=40
MaxEC=40
Damage=800
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect2

[IonEffect2]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=500
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect3

[IonEffect3]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=300
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect4

[IonEffect4]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=150
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect5

[IonEffect5]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=100
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect6

[IonEffect6]
Image=IONSPARK
MaxDC=160
MaxEC=160
Damage=70
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect7

[IonEffect7]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=70
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0
NextParticle=IonEffect8

[IonEffect8]
Image=IONSPARK
MaxDC=80
MaxEC=80
Damage=50
Warhead=IonStrikeWH
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4
Velocity=1000.0

and this is to rulesmd.ini


ION CANNON BEACON V1.0b
=======================
By : Raynler Anjan Roy


Enter the following at artmd.ini file

[BEAC0]
Image=BEAC0
Remapable=yes
Normalized=yes
Height=1
Cameo=BEACICON
Foundation=1x1
Buildup=BEAC0MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=BEAC0_A
SuperAnim=BEAC0_E
SuperAnimZAdjust=-60
SuperAnimYSort=724
SuperAnimPowered=no
SuperAnimTwo=BEAC0_E
SuperAnimTwoZAdjust=-61
SuperAnimTwoYSort=724
SuperAnimTwoPowered=no
SuperAnimThree=BEAC0_G
SuperAnimThreeZAdjust=0
SuperAnimThreeYSort=0
SuperAnimThreePowered=no
SuperAnimFour=BEAC0_H
SuperAnimFourZAdjust=0
SuperAnimFourYSort=0
SuperAnimFourX=0
SuperAnimFourY=20
SuperAnimFourPowered=no
SuperAnimDamaged=BEAC0_ED
SuperAnimTwoDamaged=BEAC0_ED
SuperAnimThreeDamaged=BEAC0_GD
SuperAnimFourDamaged=BEAC0_HD
OccupyHeight=2
CanBeHidden=false
AddOccupy1=-1,-1

[BEAC0_A]
Image=BEAC0_A
Layer=ground
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=350
NewTheater=no
DetailLevel=1

[BEAC0_E]
Image=BEAC0_B
Normalized=yes
Start=0
End=13
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_ED]
Image=BEAC0_B
Normalized=yes
Start=14
End=27
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_F]
Image=BEAC0_B
NewTheater=yes
Normalized=yes
Start=0
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=400
Layer=ground
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_FD]
Image=BEAC0_B
NewTheater=yes
Normalized=yes
Start=0
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=400
Layer=ground
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_G]
Image=BEAC0_A
NewTheater=yes
Normalized=yes
Start=0
LoopStart=0
LoopEnd=13
LoopCount=70
Rate=200
Layer=ground
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_GD]
Image=BEAC0_A
NewTheater=yes
Normalized=yes
Start=14
LoopStart=14
LoopEnd=27
LoopCount=10
Rate=200
Layer=ground
Shadow=yes
StartSound=PsychicAmplifierLoop

[BEAC0_H]
Image=BEAC0_H
Elasticity=0.0
MaxXYVel=0.0
MinZVel=0.0
Damage=9000
DamageRadius=300
Warhead=IonStrikeWH
LoopStart=0
LoopEnd=14
LoopCount=20
Rate=200
Tiled=yes
Report=ChronosphereMove
SpawnsParticle=IonEffect1
NumParticles=100

[BEAC0_HD]
Image=BEAC0_H
Elasticity=0.0
MaxXYVel=0.0
MinZVel=0.0
Damage=9000
DamageRadius=300
Warhead=IonStrikeWH
LoopStart=0
LoopEnd=14
LoopCount=20
Rate=200
Tiled=yes
Report=ChronosphereMove
SpawnsParticle=IonEffect1
NumParticles=80

and this is to artmd.ini


ION CANNON BEACON V1.0b
=======================
By : Raynler Anjan Roy

Establishing battlefield control
Please standby ....


Welcome back Commander.

Here is our new invented Futuristic Ion Beacon to call IonStrike. This is a new
super Weapon added to Yuri's Revenge (i dont play RA2 and didnt test it in RA2).

This Super Weapon follows the logic as Psychic Gas SW (as in Deezire 8.0). Thx to
deezire team to invent such a nice hack .

U can place the weapon at anywhere. Though it is not invisible so u should launch
IonCannon as soon as possible when the beacon is placed at a well defended area
at the enemy base. The ion cannon only destroy the attached object (very near to it).
But it lefts a vast Ion Charge at the ground which quickly destroys enemy base at
a wide radius.

Use the new Super Weapon wisely. Good Luck Commandar.




***** ATTACHED FILES *****

BEAC0.shp = Placed beacon structure
BEAC0_A.shp = Beacon active anim (not used now)
BEAC0_B.shp = Null file
BEAC0_H.shp = Ion Cannon animation
BEAC0MK = Beacon buildup anim
IONSPARK.shp = Electric charge anim
BEACICON.shp = Ion Cannnon Beacon Icon
IONCICON = TS Ion Cannon Icon Converted for RA2/YR
Artmd entry.txt = Entry codes for Artmd.ini
Rulesmd entry.txt = Entry codes for Rulesmd.ini
Modesmd entry.txt = Entry codes for ini files defined in mpmodes.ini
Readme.txt = This Help File



***** CREDITZ *****

Deezire Team = For such a nice super wepon hack and New super weapon add logic
Me = for graphics used here (all the graphics are edited)
Westwood Team = For such an Awesome Game Engine and the Mind Blowing "Yuri's Revenge".

and this is the readme.txt

i've done all it says and it doesn't show up what do i do
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Old 09-20-2003, 06:55 AM   #2 (permalink)
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well how about posting YOUR code..not the tutorial..for sure the tutorial is 100% right..i was the 1st one to test the ion cannon and it worked for me...and didnt tratos told you that the bb code doesnt work on subjects?
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Old 09-20-2003, 07:35 AM   #3 (permalink)
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That was my first Ion Cannon and wasnt good enough. I'm doing a better Ion cannon and will post it soon. Check for more information here

ps. dont download the Ion Cannon b1.1. that version has lotsa bugs in code. Ion Cannon b1.2 coming soon
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Old 09-20-2003, 10:41 AM   #4 (permalink)
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Quote:
Originally Posted by DeeZeL
well how about posting YOUR code..not the tutorial..for sure the tutorial is 100% right..i was the 1st one to test the ion cannon and it worked for me...and didnt tratos told you that the bb code doesnt work on subjects?
I just put that from the readme.txt in the apropriate places like the .txt's said
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Old 09-20-2003, 12:48 PM   #5 (permalink)
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im pretty sure you didnt edit the mpbattle.ini
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Old 09-20-2003, 03:12 PM   #6 (permalink)
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i did but i have deleted it all again but do you have a Eiffel Tower Cameo? because i need one so i can make the eiffel tower a special-weapon and in the same time a super tesla coil
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Old 09-20-2003, 03:18 PM   #7 (permalink)
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Default Re: Help my Ion Cannon don't work :cry:

#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1
#=IonEffect1

This should be

#=IonEffect1
#=IonEffect2
#=IonEffect3
#=IonEffect4
#=IonEffect5
#=IonEffect6
#=IonEffect7
#=IonEffect8
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Old 09-20-2003, 04:02 PM   #8 (permalink)
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Quote:
Originally Posted by Yuri_the_mind-enslaver
i did but i have deleted it all again but do you have a Eiffel Tower Cameo? because i need one so i can make the eiffel tower a special-weapon and in the same time a super tesla coil
:tard: :tard: I wrote "i did but i have deleted it all again but do you have a Eiffel Tower Cameo? because i need one so i can make the eiffel tower a special-weapon and in the same time a super tesla coil" and you didn't read it Tratos what a lazy guy you are (just kidding but don't tell anyone)
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Old 09-20-2003, 07:10 PM   #9 (permalink)
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I didn't post that just for your benefit.
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Old 09-21-2003, 01:03 AM   #10 (permalink)
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Quote:
Originally Posted by DeeZire
One useful note to consider when editing the Super Weapons is that you cannot give a Super Weapon to a structure that already has a 'normal' weapon defined. The structures' sole purpose in Red Alert 2 and Yuri's Revenge must be to 'carry' the Super Weapon, since the presence of the Super Weapon actually 'hard codes' a new weapon (whose characteristics are defined by the Super Weapon's Type=) onto the structure. If that same structure also has a normal weapon, it simply will not function.
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