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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 11-14-2004, 02:39 AM   #11 (permalink)
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May we see the code, please? I've asked this before in CNCGuild, but they replied that it was impossible. I almost gave up on that idea.
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Old 11-14-2004, 09:01 AM   #12 (permalink)
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Do I look like Santa Clause?


What?

...

Damn, I seriously need to shave that beard. OK, fine...

Code:
; The Allied & Soviet Generals
[AGENERAL]
UIName=Name:AGEN
Name=General Porbeagle
Image=PENTGEN
Category=Soldier
Prerequisite=GAPILE,RADAR
Primary=GeneralPistol
Secondary=GeneralFlare
EliteSecondary=GeneralFlareE
OpenTransportWeapon=0
OccupyWeapon=GeneralPistol
LeadershipRating=100
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=yes
TiberiumProof=yes
Strength=80
Armor=flak
TechLevel=3
Pip=red
Sight=10
Speed=4
Owner=British,French,Germans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000
Points=50
IsSelectableCombatant=yes
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceComment=SealIdle
VoiceSpecialAttack=SealSpecialAttack
DieSound=SealDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=1
IFVMode=2
UseOwnName=true
Occupier=yes
BuildLimit=1
SelfHealing=yes
;Airstrike stuff

;How many planes to call in
AirstrikeTeam=2;
EliteAirstrikeTeam=3;
;What type of planes to call in
AirstrikeTeamType=CRUISEM
EliteAirstrikeTeamType=CRUISEM
;How long after the planes either leave the map or are destroyed will the next team of planes be ready?
AirstrikeRechargeTime=1350
EliteAirstrikeRechargeTime=1000

[SGENERAL]
UIName=Name:SGEN
Name=General Phantom
Image=VLADIMIR
Category=Soldier
Prerequisite=NAHAND,NATECH
Primary=GeneralPistol
Secondary=GeneralFlare
EliteSecondary=GeneralFlareE
OpenTransportWeapon=0
OccupyWeapon=GeneralPistol
LeadershipRating=100
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=80
Armor=flak
TechLevel=3
Pip=red
Sight=10
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000
Points=50
IsSelectableCombatant=yes
VoiceSelect=BorisSelect
VoiceMove=BorisMove
VoiceAttack=BorisAttackCommand
VoiceFeedback=BorisFear
VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
DieSound=BorisDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
IFVMode=2
UseOwnName=true
Occupier=yes
BuildLimit=1
SelfHealing=yes
;Airstrike stuff

;How many planes to call in
AirstrikeTeam=2;
EliteAirstrikeTeam=3;
;What type of planes to call in
AirstrikeTeamType=CRUISEM
EliteAirstrikeTeamType=CRUISEM
;How long after the planes either leave the map or are destroyed will the next team of planes be ready?
AirstrikeRechargeTime=1350
EliteAirstrikeRechargeTime=1000

[GeneralPistol]
Damage=80
ROF=15
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint2
Report=CivAttack ;TanyaAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[GeneralFlare]
Damage=1
ROF=1350
Range=12
Warhead=AirstrikeFlare
MigAttackCursor=yes;like Tanya's SabotageCursor override
Projectile=Invisible;LLine2
IsLine=true
IsHouseColor=true

[GeneralFlareE]
Damage=1
ROF=1000
Range=12
Warhead=AirstrikeFlare
MigAttackCursor=yes;like Tanya's SabotageCursor override
Projectile=Invisible;LLine2
IsLine=true
IsHouseColor=true

[MissileJump] 
Damage=150 ;80
ROF=45 
Range=6
Speed=80 
Warhead=CruiseAP
Report=WarningAlarm
OmniFire=yes 
Projectile=SCDMISSILE1
LimboLaunch=yes ;Here's the limbo launch trick

[CruiseAP]
CellSpread=1.3
Wall=yes
Wood=yes
Verses=25%,25%,15%,75%,100%,100%,100%,95%,90%,100%,100%
Conventional=yes
InfDeath=2
AnimList=MININUKE
ProneDamage=100%
MinDebris=1
MaxDebris=2

[SCDMISSILE1]
Image=CRUISEM
AA=no
Arm=2
AG=yes
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=no
Ranged=no
FirersPalette=yes ; Borrows the convertClass from the firing unit - gets house color too
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[CRUISEM] ; very special thanks to LaoTze
UIName=Name:CRUISEM
Name=Tomahawk Cruise Missile
Prerequisite=GAAIRC
Primary=MissileJump ;Weapon to use when it kamikaze into its target 
DeathWeapon=HornetCollision ;Alternate weapon when it gets shot down 
CanPassiveAquire=no 
CanRetaliate=no 
Strength=90 
Category=AirPower 
Armor=special_2 
TechLevel=-1 ;3 
Sight=1
RadarInvisible=no 
Landable=yes 
MoveToShroud=yes 
Dock=GAAIRC,NAAIRC
PipScale=Ammo 
Speed=16 
PitchSpeed=1.1 
PitchAngle=0 
OmniFire=yes 
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry 
Cost=1000 
Points=20 
ROT=3 
Ammo=1 
Crewed=no 
ConsideredAircraft=yes 
;AirportBound=yes 
GuardRange=30 
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 
MaxDebris=3 
IsSelectableCombatant=yes 
VoiceSelect=ChaosDroneSelect 
VoiceAttack=ChaosDroneAttackCommand 
VoiceMove=ChaosDroneMove 
VoiceFeedback= 
VoiceCrashing=ChaosDroneDie 
DieSound= 
MoveSound=IntruderMoveLoop 
CrashingSound=IntruderDie 
ImpactLandSound=GenAircraftCrash 
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} 
MovementZone=Fly 
ThreatPosed=20 
DamageParticleSystems=SparkSys,SmallGreySSys 
AuxSound1=IntruderTakeOff 
AuxSound2=IntruderLanding 
Fighter=yes 
AllowedToStartInMultiplayer=no 
ImmuneToPsionics=yes 
ImmuneToRadiation=yes 
PreventAttackMove=yes 
Trainable=no
Spawned=yes	; Created by another object and therefore not player controllable
Selectable=no

; end Generals
Note that this is a complete section of my rules and you have to credit Lao Tze for the idea at least.
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Old 11-16-2004, 06:11 AM   #13 (permalink)
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Thanks ren for the code that is something i was looking for some time now i only have a question.
If i remember corectly air units (ariplanes etc..) were not allowed or could not suicide. Now with the limbo launch can i set a splash (eg:9) for the explosion for example i use a infantry let's say M and i want to launch a nuke (call it from outside the map) and make it fall on point N and i want an explosion complete with animation sounds etc...
Ok not necesarly a nuke but a bomb of some sort (plasma, neutron, etc...)
Boris Type Launch not V3 type Spawn.
Please reply.
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Old 11-16-2004, 10:40 AM   #14 (permalink)
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Change the warhead..
A lil basic coding is required, but if you wanna mod you'll need to learn that anyway
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Old 11-16-2004, 01:57 PM   #15 (permalink)
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yay i found a way to call in a airstrike of v3s i make an invisible plane with a huge range so as soon as it enters the map it spawns v3 rockets the it looks like i'm calling in a airstrike
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Old 11-24-2004, 08:18 PM   #16 (permalink)
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Thanks ren for the code. This can help with my planning much more.
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