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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. |
01-01-2004, 06:31 PM
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#1 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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Naval units from war factory?
I want to build the landing craft from the war factory instead of the naval shipyard because it can cary large things - like tanks and mcvs where the nighthawk can't and I want to use it on non water maps.
Is that possible?
I tried just changing the prerequisites to the war factory only, but that didn't work.
If not, then can I modify the nighthawk to carry larger things or make a new hovercraft unit for the war factory that can cary tanks?
Deeper question is how does the game know what units to build from what structure?
Oh, and one more thing... it seems after I edit a couple things (units, infantry, I can't nail down just what does it) a glitch starts. Every time I build something, or aquire a tech oil derek it plays the 'new construction options' sound. Every time a new unit gets built, even ones I haven't modified, it plays it too sometimes. Any ideas?
Thanks in advance for your help!
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01-01-2004, 06:55 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Nighthawk: SizeLimit=, probably.
Deeper Question: Ship locomotor, Naval=yes...stuff like that?
Overall mission: Combine the powers of the Landing Craft and the Robot Tank.
Sorry for my short sentences, it's past midnight atm.
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01-01-2004, 07:26 PM
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#3 (permalink)
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Junior Member
Join Date: May 2003
Posts: 20
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It's completely possible. I have made hovering tanks from the warfactory so that is possible. I could post the code to one that I have working. You'll have to change it so its a transport with all the related code.
; Allied Hover Crusader Tank
[CRUSADERH]
UIName=Name:HCRUSADER
Name=Hover Crusader Tank
Image=CRUSADERH
Prerequisite=GAWEAP,GATECH
Strength=1200
Primary=CrusaderCannonH
MoveToShroud=yes
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TechLevel=10
Sight=8
Speed=6
;;;CanBeach=yes
;Naval=yes
Weight=1
;CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=Americans
AllowedToStartInMultiplayer=no
Cost=1200
Soylent=900
Points=15
ROT=5
Crusher=yes ;gs yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
CrushSound=TankCrush
Maxdebris=3
;;;;;SpeedType=Amphibious
;;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;;MovementZone=AmphibiousCrusher
;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;SpeedType=FloatBeach
;;;;MovementZone=WaterBeach
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
ThreatPosed=3 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13
Size=3
TooBigToFitUnderBridge=true
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Bombable=no
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Bunkerable=no; Units default to yes, others default to no
Well, I guess that's overkill on the code, but it includes all the basics for that unit including the right locomotor,prerequisites, etc. to make it a hover tank built from warfactories.
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01-01-2004, 07:44 PM
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#4 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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Thanks, the naval=yes was it. I thought that might take away his ability to travel on water, but that's in the locomoter evidently, which makes more sense anway.
The sizelimit= var is the thing that says what it can carry... I found that comment in the rules saying that.
Thanks for your help.
Now I just need to find out why my sounds are playing when they shouldn't.
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01-01-2004, 08:18 PM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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New constructions option bug can be fixed by disabling the required voice in the EVA file.
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01-01-2004, 11:42 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Sometimes it will stop if you fix the Prerequisites and Owners (including Forbidden and Required) for every unit that you've changed.
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01-02-2004, 03:08 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Quote:
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Originally Posted by BaRaKa_
For NCO bug:
"BuildingTypes should have all countries listed here, while other objects should list all countries from the side that owns them - the Prerequisite= statement can be used to control which side can build the object, thus avoiding the notorious 'New Construction Options' bug. This is necessary since the Owner= statement was used in previous games to control which side owned the object, not which country (house)." ( DeeZiree's Red Alert 2 INI Editing Guide Introduction )
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Code:
Edit Eva.ini.
[EVA_NewConstructionOptions]
Text=New construction options.
;Russian=csof049
;Allied=ceva049
;Type= QUEUE
;Priority= LOW (comment out the last 4 lines)
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