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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 12-25-2004, 09:29 AM   #1 (permalink)
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Join Date: Nov 2004
Location: Spishskaa Novaa Ves,Slovakia
Posts: 56
Default Strange things...

1.I use NABNKR clone with buildtimemultiplier=0.1 for AI,but when AI builds it,it will play civil-remapped sell animation and disappears.Then AI gets stuck by trying to build it.
Becouse of this I cloned civilian building,results are same.
Then I changed entry of clone from NABNKRR to NABNKR,and player buildable one to NABNKRR,and changed SovietBaseDefenses thing
from NABNKRR to NABNKR,but nothing happens.
Here is code:

[NABNKR]
BuildTimeMultiplier=0.1
UIName=Name:NABNKR
Name=Soviet Sentry Gun
BuildCat=Combat
Strength=600
Armor=concrete
Prerequisite=BARRACKS,NACNST,TECH
TechLevel=-1
Adjacent=8
ROT=10
Sight=6
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
BaseNormal=no
Points=30
Power=-10
Crewed=yes
Capturable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=2
MinDebris=1
Powered=no
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=20
AntiArmorValue=20
AntiAirValue=20
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes

Can somewho help me with this?

2:I have another bug,AI 3 kirovs team stops in half of the way to enemy.
I didnt change AIMD.ini.
Code:
[ZEP]
UIName=Name:ZEP
Name=Kirov Airship
Prerequisite=NAWEAP,NATECH
Primary=BlimpBomb
Strength=2000
Category=AirPower
Armor=heavy
TechLevel=10
Sight=13
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=4
JumpjetSpeed=4 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=4 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=10 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=1
JumpjetHeight=950
;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=2200
Soylent=1100
Points=100
ROT=2
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=50 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FA STER,SIGHT
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
BuildLimit=27
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Old 12-26-2004, 04:36 PM   #2 (permalink)
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Join Date: Nov 2003
Posts: 109
Default

1) Delete the entire cloned section ( including the line from BuildingTypes ), and then clone NABNKR ( not NALASR- why ROT= to a bunker ? ), with Techlevel=1 so you can build both of them and see what happens.
And try to change the name from NABNKRR to something else...sometimes it's the name the one who creates problems.
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Old 01-01-2005, 08:34 AM   #3 (permalink)
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Location: Spishskaa Novaa Ves,Slovakia
Posts: 56
Default

I dont know why, but bug was in Techlevel=-1,so no AI bunker clones...
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Old 01-01-2005, 12:28 PM   #4 (permalink)
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Join Date: Oct 2004
Posts: 250
Default

In my mod, I have the AI use a prerequisite to something that only the AI can build for all of my buildings. The AI builds this one thing (a TL -1 building), and all the rest are set to normal tech levels. Works like a charm.

Makes things work better, actually.

In addition, I get the nice feature where if I make the special thingy TL = 1, I can build it as a human and test out the whole AI build tree.

C//
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