Jump to content


NextGen

Member Since 25 Jun 2007
Offline Last Active Nov 17 2011 10:14 PM

Posts I've Made

In Topic: Problem With Adding New Voxels To Yuris Revenge

25 October 2011 - 10:59 PM

Im have bad english and dont understand what you need... Where you from?

If you need add cameos use same way witch you use to add voxels and shps... Or you need know how to create new cameos?

In Topic: Problem With Adding New Voxels To Yuris Revenge

24 October 2011 - 10:07 PM

would it help with adding new infantry and building in to ?
ill let ya know how things go.... <fingers crossed> XD


The way to add buildings and infantry to the game is similar to way to add vehicles... But you try to add new vehicles first and tell me your results...

In Topic: Problem With Adding New Voxels To Yuris Revenge

23 October 2011 - 03:54 AM

This tutorial can help you...

http://www.ppmsite.c...opic.php?t=2552

Here are the basic steps to add new vehicles to the game...

In Topic: Problem With Adding New Voxels To Yuris Revenge

22 October 2011 - 04:28 AM

36 views... and not one person as helped =/................

nice to see helpful people in the forums =/


Hey dont worry! This is the first time i see this topic and i try to help you... :wink_new:

Lets see...

is could someone give me a hand on how to add new units to yuris revenge please ?
i've played some mods in the past for YR and thought they was pretty cool.
but i was just thinking i would like to have old units revamp'ed and maybe have some new units added to the normal game of yuris revenge ?....(if thats possiable)
i been looking around on YR Argentina's website at the Voxels on the site some are really cool.


Mmm... Im dont understand what you need... You want to add new voxels or add new units to rulesmd.ini?

If oyu need know how to add new unit in the rulesmd.ini, you must create a unit code into rulesmd.ini (copy/paste existing code from other vehicle and modify it) and later list it into vehicletype list section in rulesmd.ini(if your unit is a vehicle) if you dont list the unit they dont appear in the game...

In Topic: Making a transport airship?

09 October 2011 - 09:56 PM

- Is there any way to change the locomotor so that it stays airborne like the Kirov, but lands if you tell infantry to enter it? I was never good with locomotors.


This is not possible according to my modding knowledge...

- It seems to lack a shadow. I don't know what line I messed up to effect that.


Maybe its a problem with shadowindex sentence into artmd.ini in ZEP2 section. To solve it add "ShadowIndex=x" to ZEP2 section and change x for integer like 0, 1 or 2. I dont know wich voxel you use for your Kirov...

- The name still shows up as MISSING - NAME:ZEP2 in game. I forget how to make the game actually call it a proper name. Could have sworn ArtMD and RulesMD were the only two I needed to edit. A refresher is appreciated, but this is minor. I'm not really working on a mod yet, I'm just playing with some concepts to try and refresh myself.


You need put the unit name into RA2:YR string table, to make this you need XCC Mixer and search String Table Editor in the toolbar, click in the NAME section into dialog box and insert NAME:ZEP2 later edit it with the unit name. "Kirov Transport" for instance...