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New Units -RA2-
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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Tue Apr 15, 2008 3:04 pm    Post subject:  New Units -RA2- Reply with quote  Mark this post and the followings unread

I know all the INI editing i need for my maps is alot but still. OK, i need you to be able to build... (These are ment to be NEW units, NOT edits of old ones)

Rhino MKII: (Soviet)
Speed Decrease
Cost: 1200
Armour Increase
Firepower Increase (I know i have to edit the projectile it uses, but i don't know it's name Crying or Very sad)
Mirage Tank Turret (If it's possible Wink but i still want it to fire Rhino Shells)
Sidebar Image - Rhino

Grizzly MKII: (Allied)
Speed Decrease (To what the Rhino tank's speed)
Cost: 900
Armour Increase (The the Rhino Tank's Armour)
Firepower Increase (To the Rhino Tank's Firepower, or, better the Rhino's projectile)
Rhino Tank Turret (If it's possible Wink)
Sidebar Image - Grizzly

Vladimirs Command Ship: (Soviet)
Speed - same as Dreadnoughts
Armour - more as Dreadnoughts
Ammo - 4
Sight - 12
Dreadnough Voices
Cost - 2500
Firepower - same as Dreadnoughs
Sidebar Image - Dreadnough

Hind Transport: (Soviet)
Cost - 1000
Passengers - 8
Sidebar Image - Nighthawk Transport
Nighthawk Voices

H.M.S. Ark Royal: (Allied)
Speed - Aircraft Carrier
Sight - 12
Spawns Number - 6
Armour - more than the Aircraft Carriers'
Spawns type - Hornet (HORNET)
Aircraft Carriers' Voice
Sidebar Image - Aircraft Carrier
Image: Aircraft Carrier

Soviet Paradrop: (From the Civilian Airport)
8 Conscripts (E2)
4 Tesla Troopers (SHK)

Allied Paradrop (From the Civilian Airport)
8 GIs (E1)

I really don't know how to do this kinda INI, i can do simple INI, but not like this!!

Last edited by Bugsey827 on Tue Apr 15, 2008 10:53 pm; edited 1 time in total

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Apr 15, 2008 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

This isn't a tutorial. I would seggest this be moved to the RA2 editing section by itself.

Now then on topic, you must put the units in as you would a normal unit. Just copy/paste a unit's INI entry, like the RTNK (I think that's the Rhino Tank), make some adjustments to the code for it, make sure that the letters in the [] are all capitals and is the code name for the game to see your unit. (eg. [RHMKII]). It must be eight or less letters though. In the list that says 01=GTNK etc., put your new vehicle units there at the end (XX=RHMKII where XX is the next number.) You'll put the other units in their appropriate lists as well. Helicopters must be in the list with tanks though to be built right. Now, you will need a cameo for the unit. In the art INI file, you would copy/paste and do the same as if it was the unit's stats, except if it'll look like the unit your basing it on use the IMAGE= tag on the cloned unit and put the code name for the unit it'll look like. Back to the cameos, select the cameo you want, or, which I highly seggest, make your own cameo with SHP builder by importing a image into it and using it's cameo generator feature, or any program the other awesome cameos were made by. Put the cameo file, and any other files for the unit into a ecasheXX.mix (For RA2. ecashemdXX.mix for YR) and then you can begin playing. Though the AI won't use your new units, you can. If you want the AI to use your new units, then you must edit the AI.INI file I think... I'm no AI editor, but you can ask someone to help you with that. And that my friend, who I know nothing about, is how you add units to RA2/YR.

As for putting them into a map, you'll have them basically cloned by copying the file tags and all. I can't exactly help with putting them into the map itself (Still having probs doing that for FinalSun), so you better ask someone to help with that.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Apr 15, 2008 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Htnk is the rhino, RTNK is the Mirage tank, and you can't have a mirage tank on a rhino body without file editing and such, and BTW the mirage normally doesn't have a turret but there's a spare one from some time before release in RA2.mix.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Apr 15, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Topic Moved.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Apr 15, 2008 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, thank you for correcting me on the unit INI code names Lt Al. Ya, I havn't looked at RA2's INI files in a while, so of course I don't know their names by heart (Though I know their in-game names by heart oddly). Anywho, if you are to add new units, you HAVE to mess with the art and rules.ini files unless the unit in rules.ini has the IMAGE= tag, which I think that enables possible cloning. And I forgot to put one thing in my above post, you WILL have to edit the csf.bag files for the game to read the units correctly. You can't just put name=Rhino MKII and it'll appear as Rhino MK II in the game, instead it'll appear as 'MISSING:Name=Rhino MKII' or something like that without editing the csf filebag. You'll need to put this in for every unit and super weapon Name:XXXX where X = unit/superweapon/infantry/building/aircraft names. So good luck with the adding, and tell us how you do, we'll help, honestly.

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Tue Apr 15, 2008 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um.... where do i fine the INI entry...?
If i knew, that'd held soooo much! Smile

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Apr 15, 2008 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Tue Apr 15, 2008 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, everyone! But i'm finding this really confusing, and i've read some tutorials, i also find them confusing Crying or Very sad

Well, i tried something anyway, for my Rhino MKII, i've got these INI files, i know there's something wrong, because i can't build it in the game.

[130mm]
Damage=120
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes

[130mmE]
Damage=130
ROF=80
Range=5.75
Projectile=Cannon
Speed=40
Warhead=RHINAPE
Report=RhinoTankAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

[HTNKMKT]
UIName=Name:Rhino MKII
Name=Rhino Heavy Tank MKII
Prerequisite=NAWEAP
Primary=130mm
Strength=500
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=10
Speed=5
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=1200
Points=30
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=130mmE

[HTNKMK] ; Rhino heavy tank MKII
Voxel=yes
Remapable=yes
Cameo=HTNKICON
AltCameo=HTNKUICO
PrimaryFireFLH=150,0,100

What's wrong with the INI?

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue Apr 15, 2008 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

did u add it to the vehicle types list?

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Wed Apr 16, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried, and it had an error! Crying or Very sad
I just don't know what to do...

Did you mean the Vehicles list at the top of the INI file?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Apr 16, 2008 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, like:

1=loltank
2=wuttehheck
3=rofl
4=BEAG
5=PPMtank

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Apr 16, 2008 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, your modding a map, I'm gonna assume you have a copy of rulesmd.ini

add these:

[VehicleTypes]
XX=HTNKC(where XX is the number, i forget which number is the first free one)

[HTNKC] (this is the vehicle name you added under the list, just to help you out, I'll make your souped up rhino now under this entry, copy and paste the entire rhino tank entry from the rulesmd.ini, minus the part that says [HTNK])

[HTNK] (Now paste a second entry below it that includes [HTNK], edit what you want your new tank to have, and then hit save, just incase you want it look different, add "Image=4TNK" right under [HTNK])

You should now have two rhino tanks that work ingame.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Apr 16, 2008 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but it'll look like a midget mammoth... There are a ton of midget tanks in ra2.mix, if you have the image=3tnk it'll look like a little heavy tank from RA1, if you use 2tnk it'll look like a medium tank from TD and if you use 1tnk it'll look like a TD/RA1 light tank. if this is original ra2 you can put "Image=ltnk" and it'll look like this funny light tank left in the game's mix files from god knows when, it won't work in YR though as it'll look like a lasher.

[offtopic]and Shakar, please don't call me Lt Al, I'm not as relaxed as you are and I have less orange juice Wink (seriously there's like 2/3 of a carton left in the whole house) If you really have to call me something shorter go with "Josh". No offence meant and I hope none taken. And BTW I don't like tea before you try that Wink[/offtopic]

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Wed Apr 16, 2008 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shocked Ok, i'll try it.

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Wed Apr 16, 2008 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, it didn't work... I'll tell you what i did. I opened rules.ini, and made my tank, i added it to the bottom of the Vehicle list (58=HTNKMKT) Copied the codes for my new tank, paisted them in below that, so it looks like this:

57=CDEST
58=HTNKMKT
UIName=Name:Rhino MKII
Name=Rhino Heavy Tank MKII
Prerequisite=NAWEAP
Primary=130mm
Strength=500
And so on...
I opened the INI editor of my test map, inserted the 'VehicleTypes' so my new tank should be in the INI codes for the map. I started RA2, Built a Factory, and... it wasn't there...
What did i do wrong?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Apr 16, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh my...

[VehicleTypes]
1=...
...
...
...
...
57=CDEST
58=HTNKMKT


Then down and down and down...
(Unit entry)

[blabla]
UIName=Name:Rhino MKII
Name=Rhino Heavy Tank MKII
Prerequisite=NAWEAP
Primary=130mm
Strength=500
----------------------------
I ASSUME you're using the stock Rhino voxel and cameo, no?

You'll needa clone the Rhino as said above ^^^^^^^^^^^^^^^^

And stuff. But if you're THAT desperate...getTibEdfindtherhinosinitagsandthevechicletypeswordsandcopypastethemintothemapinieditor.

Ignore ^.

The 58=blabla is to be under [VehicleTypes] and not above the unit's entry. The unit's entry should be somewhere below the Rhino's as a reference. If it's incomprehensible do read some tutorials...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Apr 16, 2008 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
getTibEdfindtherhinosinitagsandthevechicletypeswordsandcopypastethemintothemapinieditor.

You fail

What destiny said is right apart from the fail part.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Apr 16, 2008 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
getTibEdfindtherhinosinitagsandthevechicletypeswordsandcopypastethemintothemapinieditor.

So ztyping quoted! #Tongue

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Wed Apr 16, 2008 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that didn't work for me. Can't I just send someone the INI files, they put them in the right places, make sure it works on a test map, sends them back to me, I say "Thanks" I put them into my map, and learn off it? Becasue i'm gettin' nowhere with this...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Apr 16, 2008 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

you have to edit the actual map, doing ini editing changes the whole game...

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Apr 16, 2008 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

iv'e always used ini editing and it only modded my map

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Apr 16, 2008 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Literally copy and paste the below into your map and begone. If you using RA2 Use the first VehicleType and if YR use the second...

[VehicleTypes]
58=HTNKC

[VehicleTypes]
85=HTNKC

[HTNKC]
UIName=Name:HTNK
Name=Rhino Heavy Tank
Prerequisite=NAWEAP
Primary=120mm
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=6
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmE
BuildTimeMultiplier=1.3;Individual control of build time

[HTNK]
Image=4TNK
UIName=DaFool's Tank
Name=Rhino Heavy Tank
Prerequisite=NAWEAP
Primary=120mmx
Strength=600
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=4
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmxE
BuildTimeMultiplier=1.3

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Apr 17, 2008 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
If you using RA2 Use the first VehicleType and if YR use the second...

[VehicleTypes]
58=HTNKC

[VehicleTypes]
85=HTNKC
Good to see myths are still alive. It doesn't matter what you call the key, you can call it 58= , 50+16-8= , EIGHTYFIVE= , OMGWTF= , even LXXXV= , and it will work as long as the key is unique.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Apr 17, 2008 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

What is more, in a map you can even reuse 1= 2= and so on because they just get added to the existing list from rulesmd.ini anyway.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Thu Apr 17, 2008 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder if he's got it yet?

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Thu Apr 17, 2008 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

No i havn't and i'm going nowhere with this, so i've given up.

Last edited by Bugsey827 on Thu Apr 17, 2008 3:26 pm; edited 1 time in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Apr 17, 2008 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bye bye then?

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Thu Apr 17, 2008 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Untill otherwise.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Apr 17, 2008 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, just remember, down, not across.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Apr 17, 2008 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really love the way you react to newbs/n00bs DCoder #Tongue

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