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Need help(YR coding)
#7
Ok, so due to the fact that I am a complete noob when it comes to this, I didn't understand almost anything.

Quote:You illegally explained your situation?

1.
Code:
Prerequisite=NAHAND
BuildCat=Combat

4. Find them in ra2.mix. You're probably looking for isotem.pal. That's in cache.mix. As far as editing goes I can't remember right now.

I don't understand anything here. I've just recently started editing rulesmd.ini file, so I know how to change unit's/building's strength, cost, etc. But I have no clue what this means, and how to open ra2.mix, since it's a .mix file.

Quote:I assume for 4. he would be looking to change the house colours you can pick when you choose a side in MP. It doesn't really help that we don't know what level of knowledge he currently has though. If he has done it before though, I expect he has at least opened rulesmd.ini before and if so, should be able to work out what to do and if he still struggles, post what he has done so far and ask more specific questions than "how do I do X".

Yes, I want to change a color, for example pink, to black, so it can be selectable when choosing a color in Skirmish mode. I assume my level of knowledge would be.. on a scale from 1 to 5, it'd be 2. And I haven't done it before, I've made the SpySat constructable for Soviets, but now I got it working again, so don't mind that one again. I have opened rulesmd.ini and tweaked it to my liking, but my only problems now are adding a gate, sandbag wall and changing colors. Lastly, if needed, I can upload my rulesmd.ini, if anyone wants to take a look and give me a tip.

Quote:Ok, let's back up the first question was about the gate. I think having the AI build gates is pointless unless it is being used for a campaign, but that is your choice. Giving the AI to choose wither to build walls or sandbags they have always chosen to build walls for me, once again having sand bags is your choice and better for campaign.



you have to put the gate in as a building types. the number is where the are placed in the rules.i have reordered my rules so they are higher in the list then most people.

74=BORDERGATE1
75=BORDERGATE2

then give it rules.
give it Prerequisite=BARRACKS <- which side will build it. I suggest making 1 for each side (all, sov, yuri)

; Border Gate crossing in wall
[BORDERGATE1]:RH
UIName=Name:BORDERGATE1
Name=Gate (EAST/WEST)
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Arabs,Confederation,YuriCountry,Afr icans,Americans,tion,Africans,Arabs,YuriCountry
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no


[BORDERGATE2] ;RH
UIName=Name:BORDERGATE2
Name=Gate (North/South)
Image=BORDERGATE2
BuildCat=Combat
Strength=300 ;350 ;400 ;200 ;wall = 300/concrete, pillbox = 400/steel
Prerequisite=barracks
Armor=steel ;wood
TechLevel=1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=Russians,Arabs,Confederation,YuriCountry,Afr icans,Americans,tion,Africans,Arabs,YuriCountry
Points=30 ;50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0
BaseNormal=no
AIBuildThis=no
ClickRepairable=yes



give it art
this is for the gate that moves up and down the east-west gate and the north-south gate

[BORDERGATE1]
Image=GAGATE_A
Remapable=yes
Cameo=GATEICON
Foundation=3x1
Height=2
Buildup=GAGATE_A
SpecialZOverlay=GAGATEZA
GateStages=9
NewTheater=yes
CanHideThings=False
CanBeHidden=False

[BORDERGATE2]
Image=BORDERGATE2
Remapable=yes
Cameo=GAT2ICON
Foundation=1x3
Height=2
Buildup=EGATE_A2
SpecialZOverlay=BORDERGATE2_A
GateStages=9
NewTheater=no
CanHideThings=False
CanBeHidden=False

you have to put both shp files for the gates into a mix file. you have to put the gate in the rules. i think this is where. i haven't used them yet but someone will probably respond to this and say where.

ConcreteWalls=GAWALL,NAWALL,GAFWLL
NSGates=
EWGates=


it is 4 am so i hope i have given some help. I have no clue on what you want with the colors.

I only want the gate constructable, I don't care if the AI is going to build it or not, but I have played some mods in which you can build a gate and sandbag walls.

Ok, I understood everything until you came to the shp files and mix files. How exactly do I open mix files or shp files?


Sorry for being a noob, and thanks for replies.

-glenn128
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Messages In This Thread
Need help(YR coding) - by glenn128 - 02.11.2008, 22:51:09
RE: Need help(YR coding) - by Electro - 02.11.2008, 22:59:03
RE: Need help(YR coding) - by Guest - 03.11.2008, 00:06:07
RE: Need help(YR coding) - by Electro - 03.11.2008, 01:19:06
RE: Need help(YR coding) - by Blade - 03.11.2008, 01:44:53
RE: Need help(YR coding) - by glenn128 - 03.11.2008, 11:43:13
RE: Need help(YR coding) - by glenn128 - 03.11.2008, 12:07:03
RE: Need help(YR coding) - by glenn128 - 03.11.2008, 12:19:00
RE: Need help(YR coding) - by glenn128 - 03.11.2008, 12:41:38



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