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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 02-02-2003, 07:49 AM   #11 (permalink)
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vehicles that "DeploysInto=STRUCTURE TYPE" must be first any vehicle deployable and of course it becomes into a building, right? like the [AMCV] and [SMCV] . they are vehicles, yes but deploy into a [STRUCTURE TYPE] . [AMCV] becomes [GACNST] when deployed and [SMCV] becomes [NACNST] when deployed. .
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Old 02-02-2003, 08:07 AM   #12 (permalink)
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and try to add also "Unloading Class=" entry. ok, look at the Siege Chopper's entry for reference. .
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Old 02-02-2003, 11:41 AM   #13 (permalink)
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Well, nothing that you've said worked :/
I removed the weapon, and btw the construction yard(s) have TechLever=-1 ..

I dunno why it crashes when it deploys to this building, but it works when it deploys into a construction yard with the YAPSYST shp..??
So SOMETHING must be wrong with the code I posted..
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Old 02-02-2003, 03:39 PM   #14 (permalink)
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Do you have an artmd.ini entry for the structure?
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Old 02-02-2003, 07:21 PM   #15 (permalink)
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Quote:
Originally Posted by Lazy6pyro
Do you have an artmd.ini entry for the structure?
Yes, if I copy the Yuri Construction Yard code but changes to the YAPSYST it works, then I can deploy into the building, but not with the coded I posted HERE
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Old 02-02-2003, 10:06 PM   #16 (permalink)
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the anim for your new structure is different from Yuri's Con-Yard. so, it must use different entries in the Artmd.ini file .
and of course the building has a weapon so you must "Deployer=yes" for the vehicle.
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Old 02-02-2003, 10:12 PM   #17 (permalink)
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which do you prefer the building or the vehicle? if the vehicle, you can buy it from the War Factory of that faction. if building, put a prerequisite on it so that it will be buildable if your con-yard is available.
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Old 02-03-2003, 10:15 AM   #18 (permalink)
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Quote:
Originally Posted by ice
Well, nothing that you've said worked :/
I removed the weapon, and btw the construction yard(s) have TechLever=-1 ....
It is because Con Yards are not meant to be built from Con Yards. They need to be deployed from vehicles.
 
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Old 02-04-2003, 01:31 PM   #19 (permalink)
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Here are the codes, why doesn't it work? :/

; Yuri Psychic Expansion Vehicle
[YURIEXP]
UIName=Name:YEXP
Name=Yuri Psychic Expansion Vehicle
Image=YUREXP
Prerequisite=YAWEAP,YAGRND;YADEPT
Strength=300;400
Category=Support
Armor=heavy
DeploysInto=YAPSYST
Deployer=yes ;added because of weapon?(ice)
TechLevel=10
Sight=8
Speed=6
Owner=YuriCountry
CrateGoodie=no
Cost=2050
Soylent=2050
Points=30
ROT=5
Crewed=yes
Crusher=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=MCVYuriSelect
VoiceMove=MCVYuriMove
VoiceAttack=MCVYuriMove
DieSound=GenVehicleDie
DeploySound=PlaceBuilding
CrushSound=TankCrush
VoiceFeedback=
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
Accelerates=false
Size=4
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=no; yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
AllowedToStartInMultiplayer=yes

;Yuri Special Psychic Tower
[YAPSYST]
UIName=Name:YAPSYST
Name=Yuri Special Psychic Tower
;BuildCat=Combat
;Prerequisite=NAPSIS,YACNST
Primary=MultipleMindControlSpecialTower
TechLevel=11
Adjacent=6 ;2
Strength=300;400 ;455; 750
Armor=steel
Sight=6
Points=30
BaseNormal=no
Owner=YuriCountry
;AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2050
Soylent=2050
Power=0
;Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DB RIS5LG,DBRIS5SM
MaxDebris=15
MinDebris=1
ThreatPosed=0;30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
PipScale=MindControl
PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property)
DetectDisguise=yes
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
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