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Editing Original Campaigns with FinalAlert2


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#1 DjReplica

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Posted 27 December 2016 - 04:12 AM

Pretty new to Mapping with FinalAlert2.

 

So thanks to another post i extracted the map files from the mix format and used the singleplayer trick to play them from the campaign section (Allies_UMP01...). Or in other words, I "roughly" ported a mission from ra2 to ra2:yr just for the fun of it.

Now i have used the YR FinalAlert2 to just add a few units to see if i was able to change anything and primarily test if it worked and etc. However, when i saved the map/compiled it, i got an error that "map had a node over 100". But the map still was compiled.

When i opened YR and try it out, I instantly lose and i think all of the buildings get destroyed?
I'm using Origin YR, because the CD version doesn't want to work on win10.


Edited by DjReplica, 27 December 2016 - 04:14 AM.


#2 Graion Dilach

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Posted 27 December 2016 - 02:03 PM

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#3 DjReplica

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Posted 28 December 2016 - 05:24 PM

Thanks a lot, however what does it mean that it needs ares to work. Like i simply want to play the campaign in the vanilla game, not really mod it or change it radically. Add a couple of changes and triggers here and there, it's enough for me.



#4 Graion Dilach

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Posted 29 December 2016 - 06:41 PM

Thing is that porting the RA2 campaign to YR is a tremendous work to get due to list differences between the two game and the fact a lot of map scripts refer them with indices - your example instaloss is because the country you play with isn't the one you supposed to control IIRC or smth similar.

Reading the intended doc explains it better than I could. The referred The Project inhj the readme (available only at http://replay.web.ar...jectbeta60.exe)required RockPatch 1.08 for the same reason.
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#5 DjReplica

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Posted 29 December 2016 - 10:00 PM

So in other words, impossible what i'm asking. Alright then, what about using plain Ra2 for the ra2 ones, and yr for the yr ones?

Still won't work?






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