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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. |
09-04-2005, 03:46 PM
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#21 (permalink)
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Member
Join Date: Aug 2005
Location: California,USA
Posts: 52
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what do you mean different imgage
and im not messing up on my cameo= thing here is my code
Code:
[FORTRESS] ; Black Eagle
Voxel=yes
Remapable=yes
Cameo=BLACKICON
AltCameo=BLACKICO
And the shp os caleed BLACKICON.shp
and i also put it in the mix editer and in the cameomd.pal
i also tryed putting it in the mod launcher thing and it still doesnt work
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09-04-2005, 06:23 PM
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#22 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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60 x 48 cameo.pal shp (ts)
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09-04-2005, 07:16 PM
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#23 (permalink)
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Member
Join Date: Aug 2005
Location: California,USA
Posts: 52
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yes it is 60 X 48 shp (ts)
i have been looking around in different Tutorials and there are a couple that are different like it says use xc mixer and extract cameomd.pal from langmd.mix and then open it with xcc mixer editer and then make a new ecachexx.mix, save it to ra2 dircetorty, and then open the cameomd.mix and insert the shp there will that work to cause i thought u just make a new one and then insert your shp's without extracting the cameomd.pal :scared:
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09-05-2005, 05:06 AM
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#24 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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just copy it as cameo.pal
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09-05-2005, 09:56 AM
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#25 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Athens,Greece
Posts: 104
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Don't insert it in the cameomd.mix!! Just let it loose in the RA2 directory.
Try to insert a downloaded cameo first and see if there's something wrong with the code
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09-05-2005, 11:33 AM
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#26 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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test it loose in your RA2 directory. if that works, try adding it to an expandmd75.mix or something like that.
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09-05-2005, 12:59 PM
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#27 (permalink)
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Member
Join Date: Aug 2005
Location: California,USA
Posts: 52
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no the loose directory still wont work, even last night i got a whole infantry shp and the icons in the directory and the unit shows up in the game but it always looks north does anyone know why, and also the icon doesnt show up either, and it came with the codes also
i know im doing something wrong but i cant figure out what :cry:
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09-05-2005, 03:37 PM
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#28 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Athens,Greece
Posts: 104
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Quote:
Originally Posted by the50";p="
no the loose directory still wont work, even last night i got a whole infantry shp and the icons in the directory and the unit shows up in the game but it always looks north does anyone know why, and also the icon doesnt show up either, and it came with the codes also
i know im doing something wrong but i cant figure out what :cry:
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Ehm about the infantry you either got the sequence wrong or judging from your frase 'whole infantry shp' you inserted many single frame shps and the game only 'sees' the first one(north).SHP units come in a single multiframe shp.Please post your entire code and we may be able to help
P.S about cameos you may wanna take a look at Blade's tutorial :
GET IT!
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09-05-2005, 09:34 PM
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#29 (permalink)
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Member
Join Date: Aug 2005
Location: California,USA
Posts: 52
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ok here is my code, and about the shp, i downloaded it off a site and then put it in my ra2 directory isnt that all you have to do? and im downloading the turotial i will post about the icon later
artmd.ini
Code:
[DELTA] ; DELTA FORCE Operator
Cameo=DLTAICON
AltCameo=DLTAUICO
Sequence=SealSequence
Crawls=yes
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100
Rulesmd.ini
Code:
[DELTA]
UIName=Name:DELTA
Name=Delta Force Operator
Image=DELTA
Category=Soldier
Prerequisite=GAPILE,RADAR
Primary=MP5 Navy
Secondary=Sapper
OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
C4=yes
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=yes
TiberiumProof=yes
Strength=125
Armor=plate
TechLevel=9
Pip=red
Sight=8
Speed=7
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=500
Points=50
IsSelectableCombatant=yes
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SealSpecialAttack
CreateSound=SealCreated
DieSound=SealDie
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer
ThreatPosed=25
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=1
DetectDisguise=no
ElitePrimary=MP5 NavyE
IFVMode=4
UseOwnName=true
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09-05-2005, 10:45 PM
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#30 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Athens,Greece
Posts: 104
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Hmm i think i know what's wrong... You must have listed your new unit under VehicleTypes rather than InfantryTypes in the rules.ini.Otherwise your code is ok
If that is not the case post your e-mail and i'll dispatch the e-cavalry
Unless someone else can find any errors...
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