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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. |
11-07-2004, 03:04 AM
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#1 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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What did i do wrong?
I downloaded an infantry shp and i added this to artmd.ini
Code:
[TITN]
Cameo=titnicon
AltCameo=titnuico
Sequence=MechaSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=150,60,200
SecondaryFireFLH=150,60,200
ElitePrimaryFireFLH=150,60,200
EliteSecondaryFireFLH=150,60,200
Weapon1FLH=150,60,200
Weapon2FLH=150,60,200
Weapon3FLH=150,60,200
Weapon4FLH=150,60,200
Weapon5FLH=150,60,200
Weapon6FLH=150,60,200
EliteWeapon1FLH=150,60,200
EliteWeapon2FLH=150,60,200
EliteWeapon3FLH=150,60,200
EliteWeapon4FLH=150,60,200
EliteWeapon5FLH=150,60,200
EliteWeapon6FLH=150,60,200
DamageFireOffset0=-5,15
Code:
[MechaSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,11,11
Idle1=96,11,0,S
Idle2=107,11,0,E
Prone=0,1,1
Crawl=0,1,1
Die1=118,10,0,S
Die2=128,10,0,E
FireUp=138,5,5
FireProne=138,5,5
Down=0,1,1
Up=0,1,1
Cheer=96,11,0,S
Panic=0,1,1
To Rules
Code:
[TITN]
UIName=Name:TITN
Name=Titan Mech
Image=TITN
Category=Soldier
Prerequisite=GAPILE,RADAR
Primary=AGGattling
Secondary=AAGattling
OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
AlternateArcticArt=yes ; ie SEALA for arctic maps
Assaulter=no ; I clear out UC buildings
Crushable=no
TiberiumProof=yes
Strength=1200
Armor=flak
TechLevel=9
Pip=red
Sight=8
Speed=5
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=500
Points=50
IsSelectableCombatant=yes
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SealSpecialAttack
CreateSound=SealCreated
DieSound=SealDie
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=4
DetectDisguise=yes
;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it
;Do I have a gattling gun or not
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
Weapon1=AGGattling
EliteWeapon1=AGGattlingE
Weapon2=AAGattCann
EliteWeapon2=AAGattlingE
Weapon3=AGGattling2
EliteWeapon3=AGGattling2E
Weapon4=AAGattCann2
EliteWeapon4=AAGattling2E
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattCann3
EliteWeapon6=AAGattling3E
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50
Then i put the shp and the cameos into the RA2 dir. i build it and it invisible no internal error still walks still fires. What did i do wrong?
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11-07-2004, 04:55 AM
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#2 (permalink)
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Junior Member
Join Date: Oct 2004
Location: nashville
Posts: 4
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from my experiences .shp files only work if they are in a .mix file with the xcc mixer
the site for the xcc mixer is probaly linked off this site its called sourceforge or something
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11-07-2004, 04:57 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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Hmm, i dont think those rules would work properly.. seeing as gatling stuff doesnt work on inf.
Did you add TITN to the infantry list?
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11-07-2004, 05:02 AM
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#4 (permalink)
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Junior Member
Join Date: Oct 2004
Location: nashville
Posts: 4
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If he didn't add TITN to the infantry list he wouldn't able to build it at all or get an internal error
He also said it shoots fine the image just didn't show up
gattling weapons have nothing to do with the image although gattling on an infantry might be a problem
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11-07-2004, 05:51 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Have you perhaps played on an arctic map?
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11-07-2004, 06:37 AM
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#6 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Yeah Ren is right.. remove the alternate artic code from rules.ini and it should work fine
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11-07-2004, 10:24 AM
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#7 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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yep got it fixed when i copyed the seal entry to make this one i forgot to take it out
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11-07-2004, 10:26 AM
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#8 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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since gattling works with infantry i might make a double minigun trooper for yuri!
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11-07-2004, 11:07 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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ARGH...this is exactly what I mean...you do not *listen* to people...
Gattling weapons do not work on infantry. And use the fucking edit-function!
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11-07-2004, 03:22 PM
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#10 (permalink)
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Senior Member
Join Date: Nov 2004
Posts: 295
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now the sound doesnt work
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