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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.

View Poll Results: Are You A Noob Or A Newbie?
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whats the diff? 0 0%
Y do u care, a$$hole? 4 30.77%
Im neither, im experienced. I know what noob means. It means im an a$$hole. 6 46.15%
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Old 04-11-2005, 09:18 PM   #21 (permalink)
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Quote:
Originally Posted by WingDingo
Hmm. Well, he had a lot to say. I'm still practicing, so I won't be making a mod anytime soon. So Supers are nitpicky, but you know what, adding shps and infantry is a pain in the rear. At least his seems like it's working so far...
lol, the SHP adding is easy in itself, but its difficult to make them......on the adding the actual infantry, its also EXTREMELY easy, i can help you with that, or just read a tutorial on it......i have one right here, for that matter:
Adding a New Unit to RA2
By: Killerkidd & Kane 148

Tools Needed: Rules.ini, Wordpad, RA2StrEdit

With this tutorial, you will learn the basics of adding a new unit to Red Alert 2. The example for this tutorial will be adding a new infantry unit named Killerkidd.

Step One: Open Rules.ini from where-ever you have it saved in (example: C:\Westwood\RA2\Rules.ini). When you open Rules.ini, it will open a little box that says "File too large to open with Notepad, Open it with Microsoft Word?". Click "YES".
Step Two: Strike the Ctrl+F keys at the same time. It should bring you to the Find option. Once there, where it says "Find What" type in 45=JOSH, and click "Find Next". Now add a new line that says 46=KILL.
Step Three: Until you are an advanced modder, you should stick to copying the unit entry from a unit that is similar to the one that you wish to make, so go to Find and search for [GHOST]. Copy the unit code for the SEAL, and then paste it below the original unit code.
Step Four: Now, change [GHOST] to [KILL], UIName=Name:GHOST to UIName=Name:KILL, and Name=SEAL to Name=Killerkidd. Now remove the line PrerequisiteOverride=, so that you can build the unit normally, and remove Image=SEAL and AlternateArcticArt=yes, as you will soon be making a new image code for it. Later, you can edit the unit stats if you like, so that it has different weapons or something. Now, Save the file, and close.
Step Five: Open Art.ini, just like you did Rules.ini. Strike the Ctrl+F keys and type in [SEAL]. Now copy the entry for the SEAL, and paste it below the original code. Now change the code to look like this:
[KILL] ; Killerkidd
Cameo=KILLICON
AltCameo=KILLUICO
Sequence=SealSequence
Crawls=yes
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100

If you do not have a new cameo for your new unit, you can use the cameo from an existing unit, by copying their cameo name from their Art.ini entry. Now, if you have a new infantry SHP to use for the unit, then name it KILL and place it in an ecachexx.mix file in your RA2 directory (xx= a number between 1-99). If you don’t know how to do this, then please refer to our tutorial on it. If you do not have a new infantry SHP for it, you should find an existing one that you like, and extract it with XCC Mixer. Then name it KILL and place it in the ecachexx.mix file.

Note: If you wanted to make a new vehicle, you would follow the same basic procedure as you did here. Obviously, you would have to add the codes to the vehicles section of the Rules.ini, and some tags would be different, but it would be very similar. They only major differences are that when you make your Art.ini entry, you would want to copy the entry for a similar vehicle, because vehicles are voxels, not SHPs, and thus have very different codes.

Step Six: You are now done with the INI editing. Save, and then close Art.ini, and copy both it and Rules.ini to your RA2 directory.
Step Seven: Open RA2_English.csf in Stredit. Go to the Edit menu bar and select Insert String. Type in: Name:KILL. In the blank box type in "Killerkidd". Go to the File menu and click Save. Save it in your RA2 folder as RA2.csf.

That's it. You have added a new infantry unit called "Killerkidd". Follow the same basic procedure when adding future units. Remember, the more you do this, the easier it becomes, and the fewer errors you will make.
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Old 04-11-2005, 10:22 PM   #22 (permalink)
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Thanks I'll have to try that. I tried to add units from TS, but I'm not sure ont his. Everytime you want to add something, do you need to make a new mix file?
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Old 04-12-2005, 04:54 AM   #23 (permalink)
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Just get XCC Mod Launcher/Creator and let it manage your mod for you...
It's been managing my mod for the last 2 years or so as it grows, and in addition my RA2 directory remains clean unless the game is actually running with my mod.
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Old 04-12-2005, 08:22 AM   #24 (permalink)
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I tend to only use XCC Launcher when intend to release the mod due to the compression capabilities and tidyness thet cannis mention.

If I'm still in the "workshop" loose ini files and ecache (md for YR) . mix (mostly for shps, voxels) and expand (for GUI) work fine.

When you "adding" stuff, just open the xcc mixer, then your .mix and just drag everything it. The large size doesn't matter, until u want to release it.

I would also reading as many tutorials as possible which are avaliable on several websites.
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Old 04-12-2005, 08:37 AM   #25 (permalink)
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Just a pedantic point, but I wish people sould stop calling gravity based technology 'Gravitron'... gravity is (supposedly) mediated by gravitons (no 'r'), not gravitrons and it sounds stupid to people that actually know even vauge amounts about this kind of thing.
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Old 04-12-2005, 08:48 AM   #26 (permalink)
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thats a tad picky, I'm sure magnetic pulling forces aren't pink beams of light which lift objects up

I do wish though that people could think of more devious names then just x tank or something :scared:
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Old 04-12-2005, 10:23 AM   #27 (permalink)
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How do i set up an XCC lancher for my mod?
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Old 04-12-2005, 12:29 PM   #28 (permalink)
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hey i neither think that beams of pink can ve gravity! i tried to make em different, and actually in one of my units i used a bomb that destroys on contact and disturbs gravity, blowing in pieces around everywhere the things inside, i used for the blow animation something like when u travel in time on the campaings, ya know?
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Old 04-12-2005, 12:38 PM   #29 (permalink)
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hey and for the lol that said that almost all people used x tank, i try also to make em sound more interesting, 4 eample, my gravity tank is called G-Distruptor Unit...well... and you are right, i never thought of it, but i think that gravitron name is more burned that the thing of ''i pay you tomorrow''.. i'll try to change it.. to something likewell... ill think of it later.....hehe
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Old 04-12-2005, 02:18 PM   #30 (permalink)
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Quote:
Originally Posted by Slye_Fox";p=&quot View Post
How do i set up an XCC lancher for my mod?
When you first run xcc mod creator, you'll see a bunch of 'folders' in the left-hand pane.

Make a new folder on you hd, call it 'mymod' or something. Make a bunch of subfolders in that folder which correspond to all the 'folders' in xcc/mc.

If you look around on the xccu.sourceforge.net site, you'll find a page which tells you what all the launcher 'folders' are for. This way you know what files go where. (tip: the 'video' folder can be usefully abused for files that can't be in mix files and shouldn't be processed, like a PKT file for example).

Drag your mod files from your folders into the xcc window to add them. Save this mod profile each time you add new files. Everytime you make changes to your mod, recompile a new launcher .exe. This takes mere moments and you never have to make your own mix files.

This way all your mod's files stay organized and seperate from the game at all times.
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