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Zombie Mod [YR]
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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Apr 27, 2010 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Regulus wrote:
probably map scripts...


better hope that timer isn't more than 1 hour lol

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Alfalfa140
Civilian


Joined: 25 Apr 2010

PostPosted: Thu May 13, 2010 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

So is this a confirmed dead mod? Kinda sucks because i can't get the beta 2 release to work if it is dead.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu May 13, 2010 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
Ares 0.1 is nearing us, then hopefully this will come out soon Very Happy

Also, any plans for big weaponry?

Ares opens up a whole world of possibilities for Z-Mod- more death animations means that it doesn't necessarily have to be same zombie death every time (IE = turn into Biohazard zombie), is just one example.

New armor types and such also offer interesting choices, while the expanded prerequisite system could make decision making more important for the player- IE "upgrading" the Barracks for Snipers, or instead going for a more direct approach with Machine Gunners.

But I think what is most important to Z-Mod is the expanded garrison logic. Zombies won't need to deal a bajillion damage and literally tear down buildings to get at the survivors inside. (other developments may similarly reduce the need for zombies to damage tanks also...)

As for big weapons, what do you mean?
If you mean for Humans- yes.
Civilians are due to get vehicles. Police Cars, SWAT Trucks, Ambulances, stuff like that. Partisan/militia type units may also be added, like people with Molotov Cocktails, IEDs.

Military will definitely get more bang, but will be forced to make choices on what type of bang they get. Do you get Rocket Launcher equipped guys, Machine Gunners, or Snipers though? That's the sort of question you'll need to answer though.

Dubzac wrote:
Regulus wrote:
probably map scripts...


better hope that timer isn't more than 1 hour lol
30/45/60 minute timers aren't out of the realm of possibility. A 1-hour timer in "game time" on a decent computer is really only like 20-30 minutes.

Alfalfa140 wrote:
So is this a confirmed dead mod? Kinda sucks because i can't get the beta 2 release to work if it is dead.
Dead isn't exactly the term for it, but I don't work on it much at the moment. I run two other larger projects, working on getting a job and plenty of other fun things.

But you can't get the mod to work, eh? Ask yourself these questions first, and if they don't solve it, feel free to PM
1- Are you running Yuri's Revenge? This isn't a RA2 mod.
2- Are you running Yuri's Revenge 1.001 patched?
3- Are you running NPatch or RockPatch? No need, all they will do is add instability.
4- Are you running the mod EXE and clicking Launch/Mod etc?
5- After running the mod EXE, do you find new expandmd mix files in your RA2 directory?

Some news regarding Z-Mod (unfortunately, no pictures...)-
-Regulus is officially part of the team. He's awesome.
-A new release may be coming soon. This is very dependent on developments IRL though, so I make no promises.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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General Krukov
Civilian


Joined: 01 Aug 2010
Location: Kremlin

PostPosted: Sun Aug 01, 2010 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

...just curious...

WHERE THE HELL DID THE SOVIET DUDES GO?!?!?!?!?!

(Some more defenses would be nice too... like maybe an artillery cannon. (Recolor the Soviet flak cannon))

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General Krukov
Civilian


Joined: 01 Aug 2010
Location: Kremlin

PostPosted: Sun Aug 01, 2010 5:49 am    Post subject:  ...?? Subject goes here ^_^ Reply with quote  Mark this post and the followings unread

Surprised ME WANT SOVIET DUDES IN!!!! Surprised

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Aug 01, 2010 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you play without Ares, you have a chance to play as Soviet when using the Random faction.

However, I don't have the Soviets in the mod officially as the mod doesn't exactly happen within the RA2 timeline. Perhaps later I'll add a rendition of the RA2 Soviets as another playable human faction, but for it is US Military, Civilians and Zombies.

As for defenses, I don't have the papers I scribbled all my Z-Mod notes on, but it is intended for there to be more than just pillboxes, which would be considered the strongest ground defense.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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General Krukov
Civilian


Joined: 01 Aug 2010
Location: Kremlin

PostPosted: Mon Aug 02, 2010 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

...OK...

Because you know... you said its global and if 'global' means just USA I would be surprised... Very Happy

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Aug 02, 2010 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe USA is the only team that survived also when in the game selecting your side, you can either pick "Civilian" or "Military". That would mean it could be any group of civilians or any military. So if EVA-251 wanted to, they could make it so the description says it is a military and doesn't specify which one.

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Mon Aug 02, 2010 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe map-dependent military? Say you're fighting off the hordes in the streets of Moscow or London, etc. You'd want the military side to reflect that. All you'd really need is a template of the types of military units and just switch the graphics for the maps. Same with civvies to a lesser extent (would only need to switch out vehicle units).

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Aug 03, 2010 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

That would work out well. I would hate to make all the art for that though. So many countries. So many zombies.

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Wed Aug 04, 2010 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the zombies can stay (relatively) the same, just the vehicular units. I'm sure a British zombie will look about the same as a Russian one. They'll all eat your tasty brains the same way. Razz

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General Krukov
Civilian


Joined: 01 Aug 2010
Location: Kremlin

PostPosted: Thu Aug 05, 2010 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

=/

Can't there be like more things that go... BOOOOOOM???

And... uh... I would like to ask, why not use the Yuri Virus sniper infection animation instead of the Brute mutation for the zombies? It looks more like a virus this way.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sun Aug 22, 2010 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:

Military will definitely get more bang, but will be forced to make choices on what type of bang they get. Do you get Rocket Launcher equipped guys, Machine Gunners, or Snipers though? That's the sort of question you'll need to answer though.

Why not to make it so that you can build Machine Gunners, Snipers and Rocket Dudes from the beginning? But you can buy upgrade to make one of them more 'trained' (Stronger etc. for example), but make other ones less trained?
E: Dang... Been using NPatch too much.

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Josrence44
Civilian


Joined: 17 Nov 2009

PostPosted: Fri Dec 16, 2011 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there a download for this anywhere? I've been searching for a long time :/

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Dec 16, 2011 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread


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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Josrence44
Civilian


Joined: 17 Nov 2009

PostPosted: Thu Dec 22, 2011 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I've looked over your site quite a few times, and I can't find a download anywhere. :/ lol

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Jan 19, 2012 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Be aware this mod is discontinued.


Someone needs to create and finish a zombie mod for RA2. Could definitely stand out as something unique.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jan 20, 2012 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I could see a Total Conversion Mod for it... being redone to the following:

Allies = Survivors
Soviets = Military
Yuri = Zombies

Among things... I could think easily would be...

The Recolored Brute into Yellow would work easily as a Super-muscled Zombie

Recolor the Fat Beach Civilian into something more zombie-ish color. Could work as a suicide bomb zombie.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Jan 21, 2012 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why so small?

It's YR! Think big!

French soldiers, Russian soldiers, American soldiers, British soldiers... various strains of zombies...

I don't like survivors as a faction. Guys with pistols and shovels? That only works in small-scale stuff, like RPG's and low-intensity warfare TBS games.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Mar 25, 2012 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Despite it being dead. I've always liked this idea, its like so infectious and tasty.

but ugh..... it does not need bloated lists of countries & units ad nauseam..

keep it simple, survivors vs zombies/monsters/aliens/dinosaurs/demons. >.>


less is more.

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Sun Mar 31, 2013 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey I am newly registered to this great site..
And I wonder if someone ca teach me how to create a zombie weapon in Rulesmd.ini just like from the mod above i hope this could be read and replied......in Advance thanks for answering my deepest question.Please Help me

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun Mar 31, 2013 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a certain humor in bringing back a thread from the dead to learn about undead weaponry...

I'm not going to read 6 pages; what kind of weapon are you trying to craft?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Mar 31, 2013 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its a Weapon using the Mutator Warhead. Replacing the Brute with the Zombies.

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Please Help ME.

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Im trying to turn BRUTES weapon [Punch] - into an infecting weapon like zombies...will you please help me.?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 01, 2013 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Please Read Atomic_Noodles' POST.

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats the warhead of this mutator stuff? PLEASE HELP ME. Sad

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Now Ive found the warhead but the problem is that is a 3x3 cell infecting area.. How to fix this that only the target will be infected

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Now I've Just Fixed the Cell problem But How to let this Brute Warhead add damage to Building..

;A duplicate Warhead of MutateExplosion
[MutateZombie]
PercentAtMax=1
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

One thing I almost been crazy about...
What is Verses??

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Apr 01, 2013 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

its semen

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 01, 2013 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Verses affects many things.

First of all the 11 sets dictate the different ArmorTypes used in the Game

From Left to right is:

None,Flak,Plate,Light,Medium,Heavy,Wood,Steel,Concrete,Special_1,Special_2.

None,Flak,Plate on the Vanilla Game is used on InfantryTypes

Medium,Heavy,Wood on the Units

Wood,Steel,Concrete for Buildings

Special_1 is used by the Terror Drone

Special_2 is used by Missiles (DMISL,V3ROCKET,CMISL)

Note you can rework the original 11 Armors to suit your mod. Ares also allows you to create Custom ArmorTypes as well.

One of the things it does is it allows whether or not that Unit can be targeted or force-fired upon.

Refer to the INI as they left some notes inside.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Apr 01, 2013 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Elgin22 wrote:
One thing I almost been crazy about...
What is Verses??

Verses= controls the damage output of the warhead toward specific armor types. It's a comma separated list that goes by this order:

none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2

None,flak,plate are associated with infantry
Light,medium,heavy are associated with vehicles
Wood,steel,concrete are associated with buildings
special_1 is used for the Terror Drone
special_2 is used for the missiles that the V3, Boomer and Dreadnaught launch.

Also Z-Mod is kinda dead. Well, my modding career is kinda dead.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Uhhh I've got a little problem here..
when my Brute that has a primary weapon of the above [MutateZombie] attacks another Brute it doesn't die because it mutates to BRUTE again??

Any Idea and Fix recommends me?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 01, 2013 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Add NotHuman=Yes to the Brute's Rules entry

Though that means Brutes won't play the human death animations if your okay with that (I.E: FlameGuy,ElectroGuy,NukeGuy)

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

My Infection Stuff is Done..! Thanks Smile

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Question here:What rules it does to my unit?

PhysicalSize=
Locomotor=
Soylent=
Pip=
TiberiumProof=
Assaulter=
AlternateArcticArt=
LeadershipRating=
NavalTargeting=

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

And Also this:
Points=

How to change the HP of your infantry..? is it OK to Ask many Questions?

A lot of help Jem. (Sir Jem) My Teacher. Smile

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I also need help about this. Sad

How to Edit the green Area and the red circle
red circle: is it the exact range? and how to edit?
green Area: how to edit?

Need answers.Sad

thanks sir Jem (My Teacher)



report.JPG
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How to Edit this things
 Filesize:  135.21 KB
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report.JPG



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 01, 2013 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Should start your next questions in the RA2 Forum after this though. Rolling Eyes

Place.shp (Its the grid guideline used for placing Buildings) edit that, I'm not sure which palette it used though.

The Circle you have to edit the range/guard range of the weapon on that building as that also tells you (the player how far it can reach)

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Sir Jem Thanks for the answer.

Can I ask another question?

How can I edit what unit could be present at the start of the game?

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 01, 2013 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Mon Apr 01, 2013 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

How about this:

; Initiate
[INIT]
UIName=Name:INIT
Name=Yuri Initiate
Category=Soldier
Primary=PsychicJab
OccupyWeapon=UCPsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=YABRCK
CrushSound=InfantrySquish
Strength=100 ;91
Armor=none
TechLevel=11
Pip=white
OccupyPip=PersonPurple
Sight=9
Speed=4
Owner=YuriCountry
Cost=200 ;300
Soylent=100
Points=5
IsSelectableCombatant=yes
VoiceSelect=InitiateSelect
VoiceMove=InitiateMove
VoiceAttack=InitiateAttackCommand
VoiceFeedback=InitiateFear
VoiceSpecialAttack=InitiateMove
DieSound=InitiateDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=PsychicJabE
IFVMode=13
UseOwnName=true

Why does this unit start in multiplayer? (*.* ?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 01, 2013 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because he doesn't have

Code:

AllowedToStartInMultiplayer=[b]NO[/b]


That is an override when added on a unit. Because if it is not specified Units default to being able to start in multiplayer.

Also next questions put them in RA2 Editing forum... Mod Announcement isn't the correct forum to be discussing questions about coding.

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Elgin22
Medic


Joined: 31 Mar 2013

PostPosted: Sat Apr 06, 2013 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Guys i'm Back Thanks Anyway
But I observed the Zmod Modification
The zombies are not behaving like infantries
they keep on moving in are without selecting them and commanding them to move.

video Here
http://www.youtube.com/watch?v=95cb_n65NM8

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jan 09, 2014 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

From where are the zombie sounds?

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