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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » Fixing bugs in YR - The YR Unofficial 1.002 Mini-Patch

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 11-07-2005, 10:16 AM   #291 (permalink)
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Well look what I found... more typos.

[AGGattlingx] and [ElectricFragment] all have
Projectile=Invisiblelow

By all means, that should be InvisibleLow. That's Westwood's mistake, which even Cannis accidentally copied into his Gattling Boat([GattBoatAGx])

From what I've seen in PaD's decompiled code, only the generic prerequisites, such as POWER, can be miscapitalised, everything else is case-sensitive.
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Old 11-07-2005, 11:33 AM   #292 (permalink)
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note [VIRUS] is the unit [Virus] is the warhead.
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Old 11-07-2005, 11:53 AM   #293 (permalink)
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Does the projectile not work as it should then?
I'm all for fixing the typo, but only if the effect of doing so is desirable.
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Old 11-07-2005, 01:01 PM   #294 (permalink)
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I'm suprised that VIRUS, Virus would not cause IE, same with Invisiblelow, also when is next version of UMP out?
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Old 11-07-2005, 01:09 PM   #295 (permalink)
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The VIRUS / Virus doesn't crash because to the game those are two totally unrelated objects. That's what case sensitivity means, duh.

@Marshall:
I have not personally tested whether the comments are correct, but:

; SubjectToCliffs = Can this bullet be stopped by upward cliffs? No effect on homing projectiles. (def=no)
; SubjectToElevation = Can this bullet get a range bonus from height? No effect on homing projectiles. (def=no)
; SubjectToWalls = Can this bullet be stopped by walls? (def=no)


; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls.
[InvisibleLow]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
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Old 11-07-2005, 06:18 PM   #296 (permalink)
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I'll test when I get a chance (or not if someone else tests before I get a chance) and also look at the other base defenses before deciding what to do.
Thanks DCoder.


The next version of the UMP will be released as soon as it's ready.
I'm working at it whenever I have time. I also need to rewrite the UMP DP.
Hopefully ready within a month or two.

I need Cannis' help on a few things but haven't heard from him in a while...
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Old 11-08-2005, 02:34 AM   #297 (permalink)
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I'm curious, what can be so exclusive that only Cannis can assist you with?
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Old 11-08-2005, 04:40 AM   #298 (permalink)
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Some of the building art changes he mentioned a while ago, I need some clarification on a few things. Also some Assault related stuff.
Nothing major, there are other things still to do anyway.
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Old 11-08-2005, 10:49 AM   #299 (permalink)
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I've been messing around with the rulesmd/artmd ini data arrays some more...

(Gotta love EditPadPro and perl working together, sorting and arranging data is so easy.)

The following sections exist in artmd.ini, but are not referred to in the building art code and are not in the [Animations] list:
GAGATE_B
NAGATE_A
NAGATE_B
YAPSYT_B
YAPSYT_BD
YAWEAP_1D
YAWEAP_2D
YAWEAP_3D
YAWEAP_4D
CAAIRP_AD
YABRCK_AD
CATIME_AD
DBRIS1HV
DBRIS2HV
DBRIS3HV

Assumed to be just junk.


The following sections are in artmd.ini, are called by rules/art code, but do not exist in [Animations] or any other array. It may not be necessary, but personally I'm including the relevant ones in the [Animations] just for the sake of completeness.
APOCEXP
MEDUSA
DRAGON
YURBLANK
DREDMISS
SUBT
DRONP
DOGP
ADOGP
SQDP
ZBOMB
TORPEDO
NKMSLUP
WCLBOLT2
STEAMPUF
MINDANIMR
SMOKEY
SMOKEY2
DURASMOKE
BBBLELRG
YURICNTL
FIRE3 ; hardcoded reference
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Old 11-08-2005, 11:13 AM   #300 (permalink)
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YAPSYT_B/BD are definitely junk. That was for the "only have glowing rods when mind-controlling" feature that never got finished.
I'll need to look at the others.

Nice catches
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