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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. |
04-19-2005, 12:03 AM
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#1 (permalink)
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Junior Member
Join Date: Mar 2005
Location: N/A
Posts: 8
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Final Alert Gurus Welcome!
hey if any of you use final alert please help me with any of the following:
1). How do you make it so that your team starts up with units? or your position does...?
2.) Working with triggers, make a timer that does something after a certain amt of time which is displayed
3.)Have text appear in chat area (followed by missing...)
any of that info would be great... thx
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04-19-2005, 05:29 AM
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#2 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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1) create a map trigger to create units at waypoint <Player@A> with a timedelay of 10. what would be better is to create a waypoint close to it though. only problem with this is it causes an IE if nobody is player@a, so best with only 2player maps.
2) not too sure, i'm not an expert with it...
3) i can tell you that you need to add what you want it to say to the string table. that requires ra2md.csf
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04-19-2005, 09:53 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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no, u dont need it to be added to the string table, aslong as it is a multiplayer map. if it's single player, yes. but not multiplayer. and one note- this topic should be in the Map Authoring area, should it not?
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04-19-2005, 02:54 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
Originally Posted by bobing";p="
1) create a map trigger to create units at waypoint <Player@A> with a timedelay of 10. what would be better is to create a waypoint close to it though. only problem with this is it causes an IE if nobody is player@a, so best with only 2player maps.
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Use time delay of 1, create units that are Special (JP) house, then make them change house to the players one second later, then destroy all of JP house one second after that.
A player is not present, then his units stay JP, and they get destroyed.
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04-19-2005, 03:56 PM
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#5 (permalink)
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Member
Join Date: Jan 2004
Location: http://mo.cncguild.net/
Posts: 98
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When there is no player, we encounter IE? What about 'Ground Zero' map, where you get Nuclear Reactors? You don't have to play skirmish with four players afaik :|
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04-19-2005, 05:13 PM
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#6 (permalink)
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Junior Member
Join Date: Mar 2005
Location: N/A
Posts: 8
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thanks everyone, this helps a lot, but does anyone know about adding new units into the map? ones that you add to the map's rules
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04-19-2005, 06:41 PM
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#7 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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you cant. its not possible, without already editting the actual string files for that one- the unit wont work without the string files for it.
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04-19-2005, 08:43 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
Originally Posted by Death3464";p="
you cant. its not possible, without already editting the actual string files for that one- the unit wont work without the string files for it.
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Nonsense. For units, strings supply tooltip text, nothing more.
You can add as many units or buildings or infantry or aircraft to a map that you want. But you cannot add any new artwork to support them. So they would have to use the images of existing things. That being said, there is some unused art code that could be called, but there isn't terribly much, and what there is, isn't terribly useful. As far as strings go, you can't add new strings either, but there are a lot of unused strings that might be partially useful.
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04-19-2005, 09:02 PM
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#9 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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hmm. wierd. i tried to add a new unit without the strings, and it didn'r work.......oh well. in any case, is this required to make a unit's image that of an existing one:
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.
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04-20-2005, 01:35 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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He's just making a map, not a whole mod.
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