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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 07-13-2004, 08:52 AM   #1 (permalink)
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Default help adding a unit

help when i was adding the infentry after reading krv's tutorial
so....
when i add the shp and run the the game he unit has one sprit that give his back to me ,walk on water (not swimming) and alot of crap..
and the cameo not there.
hlp plz :|
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Old 07-13-2004, 01:31 PM   #2 (permalink)
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Your shp's sequence is fucked up. And for the cameo, you'd have to tell us whether you actually defined it or not, and if there is one under that name.
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Old 07-13-2004, 01:32 PM   #3 (permalink)
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Personnally, I'd rather like a well written post (ie: infentry ? sprit ? help when I was adding [...] ?), than one constantly asking for HELP... If someone creates a thread, most of the time it's because s/he have a problem that eventually we can solve, so no need to to remind at every line s/he needs help...

Anyway, I need to increase my post count, so here's some basic answer :

1) Every infantry shp needs a Sequence (search for it in art(md).ini and you'll have an example). This section is needed, because infantry can have a different sequence (ie: no attack frames, no death frames, etc.).
Generally, the asset's creator puts it in its readme file. Otherwise, you'll have to create it manually all by yourself. I think ArgCmdr can help you much more if needed, even though you could simply view the shp via XCC, count each frame, and complete the section thx to XGamer's Art guide (or is it Gamemate ?).

2) The cameo's part is located in : art(md).ini > [YOURUNIT] > Cameo=
Although you can use any name, it is advised you stick with WW's system, that's to say YOURUNITICON and YOURUNITUICO for AltCameo= (elite). Then just make sure you have the corresponding *.shp cameo file.
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Old 07-13-2004, 02:02 PM   #4 (permalink)
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So koki, you used some of the code from seal or Tanya? It would help us if you posted all of the rules(md).ini and art(md).ini code that you are using for this unit.


XGamer wrote the guide with contributions from other members of the community.

AltCameo= is for when you can build veteran units after you have spied barracks and/or war factories.
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Old 07-13-2004, 02:06 PM   #5 (permalink)
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Just to note, AltCameo doesn't work with Naval=yes units.
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Old 07-13-2004, 02:17 PM   #6 (permalink)
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u guys are really fast ......^_^
and yas i used the seal sequence ..
and sorry for the bad topic .but i really needed help

not:when i used the grenade luncher (renegade's one)it worked but he walks on water (i know ...spirets)...any way whay the gl worked and when i used the other unit shp it dose'nt ..the unit was (sas)similar to the seal..
another note Kravvitz) dude ......your tutorials roks
sorry for disturbing ....and my bad stupid english
thnx...greetz ...pokekoki
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Old 07-13-2004, 02:18 PM   #7 (permalink)
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That's because you can't spy a Naval Yard or Sub Pen, because spies can't swim.

Has anyone tested it with a spy that can swim?

Edit: I just noticed that koki posted right before I did.

koki, I'm glad you have found the tutorials on my site to be useful.
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Old 07-13-2004, 03:28 PM   #8 (permalink)
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Pokekoki or Koki ?

Well, DZ's guide says there's no action performed if a Spy enters a Naval Yard Facility. As I think DZ looked deeply in the code (TLB/EXE ?), good chances are it remains true even if the spy succeeds in entering one.
In other words, I never tested it
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Old 07-14-2004, 12:06 AM   #9 (permalink)
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Someone @ C-GEN tested it long ago - the Cameo changes into AltCameo, but the units don't get promoted.
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Old 07-14-2004, 08:19 AM   #10 (permalink)
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its pokekoki(not my real name ) but in othewr fourms my name is koki.
so Kravvitz figured it out...
anyway i don't get my answers ..people.
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