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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 06-02-2004, 02:27 AM   #1 (permalink)
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Default == Utilities for RA2/YR ==

I'd just like to have a single topic for all thoses little utilities created by the community for the community.

Since this forum is mainly based on good Rules knowledge, I don't think many threads, to announce an update for example, are necessary (since they quickly die).
So why not open only one, instead ?


ATM, I'm mainly focused on what None is developping, since I'm not really in touch with VXL/SHP.... So good chances are I'm only talk about them, like now


================================================


1- Concerning the AI Editor, can you make a simple "SAVE" button, instead of the Save Action ? I tried once the Save Action, and ended up with new sections created (while I only wanted to change the TechLevel of a Trigger).

2- Concerning the INI Checker, can you check that thoses Shrapnel Weapons are clearly used by a dummy unit ?
This is a common source of IE, I think...
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Old 06-02-2004, 10:13 AM   #2 (permalink)
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I really need 5000 credits, so I can finally change my name to DCoder

1 - The editor is being remade anyway...
Announcement: I'm starting a remake of my AI Editor. If you have any suggestions, comments, etc., now's the time to tell me

2 - It'll be redone after the AI editor. Suggestions welcme, I'll keep them for later.
It's a tad early for screenies, but heck :P Pre-Alpha!

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Old 06-02-2004, 10:55 AM   #3 (permalink)
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I can borrow some creds to ya.. if i get em back once there is stuff again :P

Im mainly interested into the VXLSE3, wich wll include improved normals. Also there will be a new shp editor. Check www.ppmsite.com for all this stuff
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Old 06-02-2004, 02:36 PM   #4 (permalink)
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Default Re: == Utilities for the RA2/YR ==

Yes, OS SHP Editor 3.0 is in beta testing right now.

Quote:
Originally Posted by Infraid
2- Concerning the INI Checker, can you check that thoses Shrapnel Weapons are clearly used by a dummy unit ?
This is a common source of IE, I think...
How would the program be able to tell which units are dummy units and not some other kind of unbuildable unit, like civilian?
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Old 06-02-2004, 03:32 PM   #5 (permalink)
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...however, one might have a shrapnel weapon parsed via a unit that actually uses the shrapnel weapon as its own.


Not sure if this is the kinda utilities you wanna list but to anyone interested:
RA2YR Clean Up
YR Map Packs (single installer)
RA2 Map Packs (single installer)
YR Soundtrack Modifier
YR Unofficial 1.002 Mini-Patch

all available from http://www.planetcnc.com/marshall
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Old 06-02-2004, 04:19 PM   #6 (permalink)
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You need to add a slash to the end of that URL.

Quote:
Originally Posted by martyr
...however, one might have a shrapnel weapon parsed via a unit that actually uses the shrapnel weapon as its own.
True, but I don't know why someone would do that.

I suppose it doesn't matter, as long as the shrapnel weapon is the weapon of a unit that is coded a correctly.
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Old 06-02-2004, 07:25 PM   #7 (permalink)
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Sometimes you can tuck a shrapnel weapon away as a unit's secondary weapon that would never be used

As for the AI editor -

Are there 'clone' options?

When an AI trigger is selected, can the associated teamtypes be called up easily?

(similar to above) When a teamtype is selected, the associated scripttype and taskforce can be called up
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Old 06-02-2004, 09:48 PM   #8 (permalink)
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As for the shrapnel weapons,

- can't you put all ShrapnelWeapon=weapToStore in an array

- then make sure there exists a PrimaryWeapon=weapToStore, or a SecondaryWeapon=weapToStore



And about the AI Editor,

- its real power IMO was its ability to display the corresponding TaskForce, Script and TeamType of a selected Trigger.
But in your screen shot, it seems not to work like that anymore... :/

- in the Trigger Type, isn't more convenient to put "based on number of Credits possessed by Enemy", "based on number of Tech Type owned by the Computer", etc.
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Old 06-03-2004, 12:59 AM   #9 (permalink)
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Big Thanks to CannisRabidus and ComradeJ for their donations!

Quote:
Originally Posted by CannisRabidus
Are there 'clone' options?
Not yet. /me adds this to TODO list.

Quote:
Originally Posted by CannisRabidus
When an AI trigger is selected, can the associated teamtypes be called up easily?

(similar to above) When a teamtype is selected, the associated scripttype and taskforce can be called up ?
Next to TeamType #1&2 there's a small [...] button. It calls up a screen with TeamType properties. The screen is a bit similar to the old UI, with TaskForce and ScriptType to the side. I'll get a screenie to show that later.

Quote:
Originally Posted by Infraid
- its real power IMO was its ability to display the corresponding TaskForce, Script and TeamType of a selected Trigger.
But in your screen shot, it seems not to work like that anymore...
With this interface, it'd probably take up too much screen, especially with the Support Team ...
If I returned that screen with no editing capabilities in it, would that make you happier? It was a pain to make it save stuff properly, so I've opted for a FA2-like interface this time.
If anyone has suggestions how to improve the UI, I'l be glad to hear them.

Quote:
Originally Posted by Infraid
- in the Trigger Type, isn't more convenient to put "based on number of Credits possessed by Enemy", "based on number of Tech Type owned by the Computer", etc.
I simply copied the descriptions from FA2 :P It can be changed easily, if I find good rephrases of that.
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Old 06-03-2004, 01:13 AM   #10 (permalink)
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Quote:
Originally Posted by Infraid
As for the shrapnel weapons,

- can't you put all ShrapnelWeapon=weapToStore in an array

- then make sure there exists a PrimaryWeapon=weapToStore, or a SecondaryWeapon=weapToStore
IIRC, elite weapons can also be used.
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