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Anubisnl7's - mod Questions and problems thread


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#1 Anubisnl7

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Posted 05 December 2007 - 11:22 AM

well i am making a generals mod,
not like generals but more the concept of it, like infantry general tank and so on



But I am now al busy on those 2 generals, but i dont have any idea for the other generals
yuri is a soviet side, (infantry general) without yuri and brute.

usa also become's a inf general, and iraq the toxic.. but I realy don't know wat kind of other generals should be in the mod

so 2 questions..


1 have you got idea's for a few generals, so yes wat kind of units and buildings


and is it possible to make a tank when it shoots it make's a radiation field?

Edited by Anubisnl7, 08 December 2007 - 06:51 PM.


#2 Starkku

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Posted 05 December 2007 - 11:37 AM

I am not sure,but i think if you add tag "Radiation=yes" to weapon warhead,and use "RadLevel=integer" in weapon,weapon will leave radiation field on impact point,larger number you use at RadLevel,larger radiation field.
Radiation=yes tag also makes warhead ineffective against units with "ImmuneToRadiation=yes",but i think that is quite self-evident.Assuming that your mod is for YR/RA2.

Edited by Starkku, 05 December 2007 - 12:30 PM.

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#3 SSTG

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Posted 05 December 2007 - 11:37 AM

Yea the weapon you describing is a RAD tank weapon fairly basic just put RadLevel=xxx on the weapon and on the warhead Radiation=yes and a decent cellspread and done

as for your other question I would learn what you can do with the rules get some experience like making weapons etc learn on adding animations and it helps to come up with generals though its kinda hard since most stuff is done once or twice.

one I could suggest if you can work out units etc would be a iron curtain tech general only thing I haven't seen used a lot like chrono tech since its effects on troops could prove useful in weapons
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#4 Mig Eater

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Posted 05 December 2007 - 12:52 PM

No it doesn't, he is making a RA2 mod like Generals.


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#5 Anubisnl7

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Posted 05 December 2007 - 02:58 PM

like mig-eater say's

ya it is for ra2/yr
and i want to build such a mod just for fun =D
i can create weapons, i have made a anti air weapon like flak but with mirage looks :D
that was pretty cool to see :)

and i want to add a toxic general, so that one is for iraq and there i needed a chemical tank, (rad tank)

but i have a problem with that rad weapon, it make's a square of radiation... and i want a smal radiation field
so where can i add that cellspread to the weapon?

#6 Starkku

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Posted 05 December 2007 - 03:13 PM

Go to weapons warhead and add if there doesnt already exist:

CellSpread=float ; this is how many cells does damage extend from impact point.Over 11 causes IE:s

and also.

PercentAtMax=float ; tells how much percent of damage weapon does at edge of effect area.

For example:

[XXWarhead]
CellSpread=2
PercentAtMax=.5
; and other warhead tags.

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#7 partyzanPaulZy

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Posted 05 December 2007 - 05:11 PM

How many Ra2 Generals mods will be there then, I know about 2 existing (YR:Revora Hour with some units from Generals and YR:Zero Hour) now. :D
Good luck.

Edited by partyzanPaulZy, 05 December 2007 - 05:14 PM.

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#8 Allied General

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Posted 05 December 2007 - 05:33 PM

How many Ra2 Generals mods will be there then, I know about 2 existing (YR:Revora Hour with some units from Generals and YR:Zero Hour) now. :D
Good luck.


The Generals Mod by Remus is also kind of one although to be fair AG: RH (not YR: RH) features revoraian members as the generals and hero units.
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#9 Anubisnl7

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Posted 05 December 2007 - 06:03 PM

well i am not making 'generals' in redalert2 yr, that kinda sucs.. I mean.. red alert is way more fun then generals..


zero hour is fun for 1 month and i am stil playing ra2/yr so i bet who is better by mine opinion :D

and there are no general stuf in it, ownly the generals idea's :)


ow and i want a flame trooper in it.. but how the hell do you add a weapon completly.. never did that bevore

i found a phoenix trooper, and a flame for in artmd.ini
here the code btw

Art.ini:

In the infantry art section:

[PHEONIX] ; Pheonix Trooper
Cameo=PHEOICON
AltCameo=PHEOUICO
Sequence=ClegSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135

In the animation overlays section:

[FLAMEALL]
Translucent=yes
Translucency=50%

the phoenix, that was easy to place, but where must i place the other one -_-..
and how do i at that point make it into a weapon..

Edited by Anubisnl7, 05 December 2007 - 06:51 PM.


#10 Allied General

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Posted 05 December 2007 - 08:43 PM

[FLAMEALL]
Translucent=yes
Translucency=50%

goes anywhere in art

also check tutorials here @ revora ...
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#11 Anubisnl7

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Posted 05 December 2007 - 08:56 PM

ok ok i wil check them
thanx

#12 Anubisnl7

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Posted 05 December 2007 - 09:32 PM

oke, the flame trower works ^^

but my infantrist won't move,... it stands stil on its possition.. wel it moves',,, but very ..

it move's like a brick..

#13 the50

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Posted 05 December 2007 - 11:13 PM

I had the same problem i fixed it but um i dont remmeber how cause damn I have been away for about a year now and i have to start refreshing my brain,and getting back to work LOL

but i believe its your sequence but im not a hundred percent so just wait for another reply lol

Edited by the50, 05 December 2007 - 11:47 PM.


#14 SSTG

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Posted 06 December 2007 - 01:16 AM

Yea it might be the sequence the unit is a recolour of the chrono legionare I'm not sure if it had walk frames or not I'll have alook

can you post up your rules might be the movement zone or locomotor

Edited by SSTG, 06 December 2007 - 01:21 AM.

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#15 some_weirdGuy

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Posted 06 December 2007 - 06:30 AM

if your running out of generals ideas, look at the tech in YR, in most generals mods they have a chrono general, and a tesla general, ect


but if you wanted to make it more unique, you can try thinking up different things

also, wouldn't an infantry general be nowhere near as good as a tank general?, as tanks are much stronger then infantry.

or maybe you could have country generals, like American general, Russian general, etc
(instead of calling them chrono/whatever general)

well some generals i can list:

allied;
-prism
-chrono
-air force
-tank
-high tech
-stealth
-infantry
-robotics

soviet;
-tesla
-nuclear
-heavy tank
-infantry
-psychic/psi corp/yuri(whatever you want to call it)
-genetics (<--^you said yuri was soviet again, didn't you?^)
-air force
-chemical



those are just some ideas i came up with then, you can guess what sorta of things they would have just by the names, cant you?

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#16 the50

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Posted 06 December 2007 - 08:25 AM

if your running out of generals ideas, look at the tech in YR, in most generals mods they have a chrono general, and a tesla general, ect


but if you wanted to make it more unique, you can try thinking up different things

also, wouldn't an infantry general be nowhere near as good as a tank general?, as tanks are much stronger then infantry.

or maybe you could have country generals, like American general, Russian general, etc
(instead of calling them chrono/whatever general)

well some generals i can list:

allied;
-prism
-chrono
-air force
-tank
-high tech
-stealth
-infantry
-robotics

soviet;
-tesla
-nuclear
-heavy tank
-infantry
-psychic/psi corp/yuri(whatever you want to call it)
-genetics (<--^you said yuri was soviet again, didn't you?^)
-air force
-chemical



those are just some ideas i came up with then, you can guess what sorta of things they would have just by the names, cant you?


i actually like that idea ;)

#17 some_weirdGuy

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Posted 07 December 2007 - 03:39 AM

you mean the list of generals i have there dont you? or do you mean the country generals idea?(im guessing you mean the list, but if im wrong please tell me)

and.. well thanks :p

Edited by some_wierdGuy., 07 December 2007 - 03:42 AM.

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#18 the50

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Posted 07 December 2007 - 05:22 AM

yeaaaa the listtttt :)

#19 Anubisnl7

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Posted 07 December 2007 - 08:34 AM

thanks for the list :)
and i wil give that code from the flame trooper

#20 Anubisnl7

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Posted 07 December 2007 - 08:47 AM

this is the code of it


[pheonix]
UIName=pheonix
Name=pheonix
Category=Soldier
Primary=FlameThrower
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=100
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=3
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=400
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=GuardianGISelect
VoiceMove=GuardianGIMove
VoiceAttack=GuardianGIAttackCommand
VoiceFeedback=GuardianGIFear
VoiceSpecialAttack=GuardianGIMove
DieSound=GuardianGIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
ElitePrimary=FlameThrowerE
IFVMode=2
PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket


art.ini


[PHEONIX] ; Pheonix Trooper
Cameo=PHEOICON
AltCameo=PHEOUICO
Sequence=GuardianGISequence
;ClegSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135


and i had this cinda problem before but then i also can't fix it -_-




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