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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 08-14-2004, 06:08 AM   #1 (permalink)
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Default Help! Super Weapon help.

Hey

I have decided to start modding but I have no clue what I am doing, which is normal for me, I never do. I have these XCC things but I don't know what they do. ~Pokes XCC mixer and mod launcher~

Instead of doing all the hard stuff I thought I would stick with the easy stuff. The also proved a problem. I am trying to edit the stupid superweapons! However I can only change some parts on them.

I can change the Nuclear Missiles strengh using the NukePayload thingy but the "range" tag doesn't change the range. I can't change the Chronosphere range either.

The range tags in the "ChronoSphereSpecial" and "ChronoWarpSpecial" don't actually change the range. They just change those stupid red lines that TELL you the range. They don't actually control the range. Seeing as they are not there in normal RA2 they can't possible control the range. I have searched the document (Rules.ini and rulesmd.ini) for "Nuke" and "Chrono" yet I can't see anyway of changing the range. (Range being the blast radius and the amount of troops able to be chrono'd not how far they reach on a map.)

If it is possible I would like to know how to edit all the superweapons.

Thanks

Joemarc
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Old 08-14-2004, 06:32 AM   #2 (permalink)
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Default

Quote:
I would stick with the easy stuff. <...> I am trying to edit the stupid superweapons!
ROFL ahem.. sorry, just had to do that.

Superweapons are hardly "easy stuff". Furthermore, a great deal of their functionality is hardcoded.
If this doesn't tell you how to change the things you want, chances are you can't. You can change the nuke spread by attaching clusters to it, but the chronosphere range is hardcoded.
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Old 08-14-2004, 06:57 AM   #3 (permalink)
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~Pretends to understand~

Stupid ChronoSphere!

Clusters? That got something to do with the MultiMissle thingy bob?

It's ok you can laugh I don't mind. I assumed changing things like "Damage" was fairly easy until I actually tried and failed!

Thanks for ya help.
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Old 08-14-2004, 07:55 AM   #4 (permalink)
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*points at Kravvitz' sig*
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Old 08-14-2004, 09:06 AM   #5 (permalink)
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Quote:
Originally Posted by Joemarc
If it is possible I would like to know how to edit all the superweapons.
View Psycho's 'My research on Super Weapons' (if you haven't done it, of course)
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Old 08-14-2004, 03:23 PM   #6 (permalink)
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*points at sig*

*points at download link in the left side bar*

You should read (well maybe not all of it) DeeZire's Editing Guide.
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Old 08-14-2004, 09:27 PM   #7 (permalink)
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Hey Joemarc, how's it goin' - have you tested the mod yet? No pressure of course!

About the XCC things - they are vital to any sort of decent YR/RA2 mod. With the XCC Mixer, you are able to view the various .mix files used by the games. You can then extract the files inside the mix files for editing - this is where you rulesmd.ini file comes from, as well as the artmd.ini file, all the game art, sounds, voices, movies etc. etc. You can then put your edited versions back into a mix file, place that mix file in the RA2 directory, and away you go

The XCC Mod creator makes things tidier (and easier). Once you have created your mod files, you simply drag and drop them into the various sections of the program. You then select Export from the menu - and this creates an exe file that will launch your mod, meaning that you won't have to play around with files in the game folder.

Well, those are the raw basics. For more info on Olaf's XCC thjings, go to his site at http://xccu.sourceforge.net/. There are also a few modding tutorials there. I know a few tricks with XCC Mod Creator so just ask if you're in the dark

And about superweapon editing - I remember I changed a few simple things like more power to the nuke, longer lasting time for the weather storm, screen shaking when nuke hits etc. but I just accepted the fact that I should leave the supers alone if I don't want headaches Don't let that put you off though, go and read that sticky topic on the main page for lots of superweapon editing info. If you want to change some paradrop stuff though, consider that much easier
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Old 10-14-2004, 06:50 AM   #8 (permalink)
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superweapons are differcult but not impossible. Psycho way is the only way to add new superweapons and even that is a tad buggy but with a little tweaking you can replaced the existing superweapons with new audio, new animations, new weapon affects e.g. bring back old chemical missile or cluster missile or combine the effects of both.
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Old 10-14-2004, 07:55 AM   #9 (permalink)
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Dude...you could at least have waited until tomorrow...so the thread is one month dead before you re-open it for some weird reason...
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Old 10-16-2004, 06:31 AM   #10 (permalink)
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Yeah, Joemarc has only ever made two posts, he has probably completely forgotten about this site now. It's unlikely he will ever post again. He only gave me about 3 feedback emails on my mod... he's what I like to call a 5 minute Beta Tester. He gets inerested for a moment, and is really into the whole testing shebang. Then, he mysteriously disappears... well HE'S not going to get much of a place in my credits list. You are though, Ren

And loads of other poster here of course: Kravvitz, ImmoMan, Deezire, Cannis, Blade, Martyr, DCoder, Psycho, ComradeJ, Daedulus, AAG... hmm, did I miss anyone?
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