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DeeZire, Redemption
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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. |
06-02-2004, 02:27 AM
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#1 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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== 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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06-02-2004, 10:13 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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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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06-02-2004, 10:55 AM
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#3 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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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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06-02-2004, 02:36 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Re: == Utilities for the RA2/YR ==
Yes, OS SHP Editor 3.0 is in beta testing right now.
Quote:
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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...
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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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06-02-2004, 03:32 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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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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06-02-2004, 04:19 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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You need to add a slash to the end of that URL.
Quote:
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Originally Posted by martyr
...however, one might have a shrapnel weapon parsed via a unit that actually uses the shrapnel weapon as its own.
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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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06-02-2004, 07:25 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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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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06-02-2004, 09:48 PM
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#8 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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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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06-03-2004, 12:59 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Big Thanks to CannisRabidus and ComradeJ for their donations!
Quote:
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Originally Posted by CannisRabidus
Are there 'clone' options?
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Not yet. /me adds this to TODO list.
Quote:
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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 ?
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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:
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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...
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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:
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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.
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I simply copied the descriptions from FA2 :P It can be changed easily, if I find good rephrases of that.
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06-03-2004, 01:13 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Quote:
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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
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IIRC, elite weapons can also be used.
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