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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. |
08-07-2004, 09:41 AM
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#31 (permalink)
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Member
Join Date: Dec 2003
Posts: 69
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Then just put makeinfantry= (number that your infantry is in AnimtoInfantry list, with the first being 0) on the animation you use for your warheads impact anim.
It creates a neutral infantry when fired. Also, if you want to make the newly created infantry function on its own, you have to edit Ai.ini so that it is attached to a task force which isnt built.
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08-07-2004, 10:20 AM
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#32 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Actually, there's no need to touch ai.ini for that - at least when I created some neutral infantry, it wandered off to attack stuff on its own. And nothing automatically fires at it (except retaliation).
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08-08-2004, 12:44 AM
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#33 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Well. I've created bacterial weapon. Now I have another question:
is it possible to kill parasite units inside parasited ones (Drones inside tanks, bacteriums inside infantry)? How?
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08-08-2004, 01:06 AM
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#34 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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If you send a tank to a service depot it can remove the drone. I don't know if it can be done with infantry.
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08-08-2004, 04:04 AM
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#35 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Repair IFV or sonic weapons.
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08-08-2004, 09:29 AM
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#36 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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And can such weapon pertain to medic?
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08-08-2004, 12:37 PM
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#37 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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You'd probably need a unit with a medic weapon
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08-08-2004, 02:32 PM
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#38 (permalink)
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Member
Join Date: Dec 2003
Posts: 69
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dcoder... you probably set it to an infantry which already exists in the game, which means that the computer treats it as part of a neutral army, and uses it with the task forces in AI.ini
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08-09-2004, 12:40 AM
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#39 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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I don't think there's need to put codes in aimd.ini
But I'll try both embodiments
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08-09-2004, 01:20 AM
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#40 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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@mellr0: No, I didn't. It has to do with mapwise-house-alliances logic.
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