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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 12-27-2002, 09:26 AM   #11 (permalink)
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I cant view any of the pics, even putting the url in.
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Old 12-27-2002, 10:23 AM   #12 (permalink)
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Ok picture problem has been fixed

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Old 12-27-2002, 10:32 AM   #13 (permalink)
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today i've found another four unused actions in the saved thread page
of old deezire forum in my hard drive. Now we have all eight
unused/hidden action for SW.

TibSunBug = No problem with it
SellUnit = Works Fine, but it can still sell unit over depot when targeted. Only for YR.
AttackMoveTar = Thinks no problem
AttackMoveNav = Used in Command Bar, i think if u remove attack move from command bar (by uimd.ini), it can be used as SW action safely
TogglePower = No problem with it
EnterTunnel = Dont use it when u are using a map containing tunnel
NoEnterTunnel = Dont use it when u are using a map containing tunnel
Airstrike = I don't know if it cause problem, but think no problem using it with Allies.

there are also some hidden actions (eg. Ivans Detonation, C4 action)
but i dont know the action names. May deezire can find them.

[b]Here is an update for Ion Cannon Beacon[b]
http://anjan3k.koolhost.com/tmp/ionbeacup.exe
This update contains updated entry codes for rulesmd and mpmodes.
With this update the beacon is now cloaked but it has now 8min
charge time. :drunk:

Deezire, can u help me completing the Ion Cannon Beacon ? It has no
shockwave anim (i don't have any idea how to do that). or any1 give
me a hand ?
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Old 12-27-2002, 03:23 PM   #14 (permalink)
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i have seen half of those ini codes before..but the other half intregs my...

also i have tryed to experiment with making a second airstrick weapon, but if it can be used as a super weapon my mod can see a a-10 air strike
good work
lets c...i need 2 cloned nukes for ra1 soviets and tw1 nod
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Old 12-29-2002, 12:18 AM   #15 (permalink)
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Ok, have you tested this completely to make sure you have not taken the tag from something just to screw it up?

Also, someone else needs to do the exact thing he is talking about to check what he's saying.
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Old 12-29-2002, 06:15 AM   #16 (permalink)
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For those who are aware of PPM superweapon researches, we've clone superweapons in the same way you're doing here, but for Tiberian Sun. You use a different action and a used Type and you have a clone of the first declared superweapon of the type. After hard attempts to customize it, we've given up of this way and we're now trying to emulate superweapons.
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Old 12-29-2002, 07:30 AM   #17 (permalink)
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What exactly do you mean by emulate? :/
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Old 12-29-2002, 08:17 AM   #18 (permalink)
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Making a weapon act the most similar as possible as a superweapon. You will not have a cameo at the sidebar with the counter saying it's ready, it's totally different, but still you are able to aim it and fire only when you want. It will have a recharge time and after this recharge time it will be fired. The advantages of it is that it can be unlimmited, completely customized as you wish (even the counter you can customize ).
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Old 12-29-2002, 08:47 AM   #19 (permalink)
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i looked at your ppm site and saw what u mean..i realy don't like the idea..but if i can clone and emulate super weapons with out many bugs ill take it..theres not realy musch choice for whjat i want to do...i if some one could hack the exe and make it so tha it can saposrt new super weapons types and stuff and put it on a site for anyone to dl..is this legal??? or is it modding?
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Old 12-29-2002, 09:20 AM   #20 (permalink)
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Depends on how extreme your views on modding are, some would say thst it is too far and others would not, look for example at HL, you have to edit the DLL to mod HL, but in UT there are mutators that change it instead.
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