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DeeZire, Redemption
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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. |
08-11-2005, 10:13 AM
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#1 (permalink)
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Junior Member
Join Date: Jul 2005
Location: UK
Posts: 19
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Daedra's Questions...
hey guys, need a little (which really means a lot) of help, so im just posting all of my questions on this topic, any help, queries, thoughts will be very helpful and appreciated, here goes.
1- How do you make a new side/country? cause i need to replace yuri country
2- Does anyone have any tips for making voxels? (inf/vehi/air) any will do
3- How can u make the spy available to all countries? i tried toying around with rulesmd and i got the cosmonaut working, but i cant get a damned spy working for all sides
4- can you make new voices for ingame, cause i dont want the yuri ones anymore
5- which is easier to make rules wise, air pad or air strip
6- how can u make a vehicle that can move underground/subtteranien and deploy
7- can u make an mcv for a new tech tree at all
8- can u make a vehicle deploy into a grinder, like the mcv deploys into a conYard
i'll think of more questions as i go along(^_^) thanx guys/gals :tard:
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08-11-2005, 12:16 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
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Err.. Simple Answers Only:
1. Not as "Standard". You need to download pd's patch which cracks the exe to do so
2. Check around any of the community sites
3. You have to set Prerequistes to Global Settings (BARRACK(s),TECH) and switch him to all sides
4. Yes
5. Depends. Rules wise it'll be the same. Art-Rules Wise.. probably the pad
6. You have to add subterannian locomotors and tags.. however this will cause your unit to make the "Submarine sound" when it goes under
7. A new Tech Tree? As in Deploy MCV get different stuff? Yes and no
8. Yes. The MCV has a tag that says "UndeplyInto=CNST". Change it to the grinder.
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08-11-2005, 04:14 PM
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#3 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 313
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wow, i must have missed a lot in the YR mod community!
What is pd`s patch? And where can it be aquired at?
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08-11-2005, 04:22 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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http://rtb.strategy-x.com/
He's got the info on his site, too much stuff to list here.
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08-13-2005, 08:55 AM
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#5 (permalink)
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Junior Member
Join Date: Jul 2005
Location: UK
Posts: 19
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next question, an idea from a game i was playing (dark reign) the idea of a hostage taker, it captures enemy infantry (or ur own if u force attack it) and converts them into suicide bombers, is there anyway u could make that work on YR?
another idea from that game was the "Amper" it shootsur men and makes them invulnerable for bout a minuet, then after that time they die, could u make that work as well?
grenaders, can they be made? cause i have never really heard of any referance to them in other mods and stuff
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08-15-2005, 10:01 AM
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#6 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 31
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Short Answers:
The idea of a hostage taker, it captures enemy infantry (or ur own if u force attack it) and converts them into suicide bombers, is there anyway u could make that work on YR?
Maybe, the thing is you would have to give up the Genetic Mutator. The only way I see it being possible is if your "hostage taker" unit attacks the infantry and uses a genetic mutator type weapon to change the unit into a terrorist. If you did this, you would probably only want it to have a buildlimit of one and have a longer rate of fire than most infantry. In theory it should work.
another idea from that game was the "Amper" it shootsur men and makes them invulnerable for bout a minuet, then after that time they die, could u make that work as well?
I can't seem to think of a way currently to achieve this effect. (Especially the random dying part at the end.) The first part of the idea is more likely than just having your units randomly die when all is done.
The only thing going through my head is that after playing an animation, you can trigger another animation to play after it (in the artmd.ini by putting the Next= tag I believe).. and that animations can have warheads, ie. the first would have a healing warhead (negative damage inflicted up itself) and the second would make it die by delivering massive damage.
That is just some random idea on what I would probably research and fool around with to see if I could accomplish that effect.
grenaders, can they be made? cause i have never really heard of any referance to them in other mods and stuff
Sure, you just need a good animation and arching projectile to go with it. It can be done.
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08-23-2005, 06:54 PM
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#7 (permalink)
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Junior Member
Join Date: Jul 2005
Location: UK
Posts: 19
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heya guys and gals and ant other gender and/or species, next question, how do u make new deployable vehicles like tick tank
can u make an entirely new superweapon, i know u can clone them, but i dont want any of the current superweapons cloned
u know how u can make hero infantry, can u do the same for vehicles as well
what are important balancing factors are there in making a new mod
i want to make more gatling units, do i just copy the gatling logic
are there any voxel making tut's by any chance, (not a high priority just wanna know)
silly question but can ya make a moving building doesnt matter if cant but i just wanted to know :lol:
is it fair to have more hero units in one army than the other
i've read a thred on this but im dumb and didnt understand, but how can u make paradrop vechicles, all i heard that u just have to put in map triggers and stuff, whereas i just want a simpler solution (even tho not simple but u know what i mean)
can u make infantry and/or vehciles that have stealth which u can manually switch stealth on or off
can u make an alarm for when enemy subterranian veghicles approach ur base
can u make tunnel networks
how do u put new sounds into the game, like for example a different cheer for each army, new unit voices, soundFX, new music etc etc
thats it for now folks(^_^) thanx very much for any input given its really appreciated
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08-23-2005, 07:48 PM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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Look at the TS MSA code for the subterainien detection stuff, you can also do the terrorist covertor guy with pd's patch, without giving up the genetic mutator.
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08-24-2005, 03:25 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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Quote:
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heya guys and gals and ant other gender and/or species, next question, how do u make new deployable vehicles like tick tank
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Look at the tick tank code, perhaps? MCVs also deploy the same way... so do various other vehicles.
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can u make an entirely new superweapon, i know u can clone them, but i dont want any of the current superweapons cloned
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Rock Patch allows you to have a superweapon which fires a weapon of your choice. With little work you can get all sorts of new effects.
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u know how u can make hero infantry, can u do the same for vehicles as well
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The only thing heroes have that other objects don't is.. a BuildLimit? Sure, it works on vehicles too.
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what are important balancing factors are there in making a new mod
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i want to make more gatling units, do i just copy the gatling logic
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Yes...
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are there any voxel making tut's by any chance, (not a high priority just wanna know)
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silly question but can ya make a moving building doesnt matter if cant but i just wanted to know Laughing
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MCV is a movable building :P Otherwise, no.
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is it fair to have more hero units in one army than the other
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Depends.
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i've read a thred on this but im dumb and didnt understand, but how can u make paradrop vechicles, all i heard that u just have to put in map triggers and stuff, whereas i just want a simpler solution (even tho not simple but u know what i mean)
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Map triggers (meaning editing every single map) is the only way, and even that doesn't work 100%.
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can u make infantry and/or vehciles that have stealth which u can manually switch stealth on or off
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Vehicle can deploy into a building and undeploy into a different vehicle... Infantry can't.
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can u make an alarm for when enemy subterranian veghicles approach ur base
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I don't think the TS MSA's code works in YR.
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can u make tunnel networks
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No.
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how do u put new sounds into the game, like for example a different cheer for each army, new unit voices, soundFX, new music etc etc
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XCC Mod Creator can sort out your files.
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08-24-2005, 06:15 AM
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#10 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Athens,Greece
Posts: 104
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Quote:
Originally Posted by daedra";p="
are there any voxel making tut's by any chance, (not a high priority just wanna know)
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GOOGLE IT!
Quote:
Originally Posted by daedra";p="
i've read a thred on this but im dumb and didnt understand, but how can u make paradrop vechicles, all i heard that u just have to put in map triggers and stuff, whereas i just want a simpler solution (even tho not simple but u know what i mean)
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Well you can also make a Carryall/Transport unit,give it a dummy weapon and when you force fire on the ground the tanks you have loaded in <manually> will paradrop.This method's a little buggy though.
Otherwise it's only map triggers for you
Quote:
Originally Posted by daedra";p="
can u make an alarm for when enemy subterranian veghicles approach ur base
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Maybe the MSA's logic does work,never tried it,never seen it in a mod though
Quote:
Originally Posted by daedra";p="
can u make tunnel networks
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If you mean tunnel networks as in Generals no,if you mean tunnels as in TS check out the TX(Terain Expansion)
http://tx.cannis.net/
My personnal advice to you: start low,master the fine art of making a clone of another vehicle and then customizing it,eventually you'll start figuring out stuff on your own without having to write down these massive lists all the time.Also spend some time reading and trying the noumerous tutorials around the community
And most of all,have fun modding 
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