Posted: Fri Sep 26, 2003 2:05 pm Post subject:
adding a new side to RA2
For all you modders who wants to add a new side to RA2 witout YR read furthur down
I am currently adding a side to RA2 now for my mod. I looked at
how they did it for YR and just copied that. first go to the House(Players)list.
add a next number (13=) and the name. go down to the house stats where
you see GDI, NOD, ECT. ADD THIRDSIDE to the list and the name of the side.
for all those people who need help understanding what i wrote here is an example:
; *** House (players) List ***
; Each side has some basic controls on how they behave (when
; controlled by the computer. Here is the list of available
; house types.
;
; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish
; or LAN game maps. These need to go into the house types array first and without
; interruption by other types of houses, or we will get evil crashes.
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British
5=Africans
6=Arabs
7=Confederation
8=Russians
9=GDI
10=Nod
11=Neutral
12=Special
13=Sirus
; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
;GDI=GDI
;Nod=Nod
GDI=British,French,Germans,Americans,Alliance ;keep this order as GDI first and Nod second
Nod=Russians,Africans,Confederation,Arabs ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.)
ThirdSide=Sirus
Civilian=Neutral
Mutant=Special
hope you understand now. GOOD MODDING!!!!! _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
I am not talking about yr i am talking about ra2.
yes this has worked i just dont have any buildings for him. _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
forgot one thing: you got to go to the country stats part
; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".
; Airspeed = multiplier to speed for all air units (larger means faster) (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (larger means stronger) (def=1.0)
; Cost = multiplier to cost for all units and buildings (larger means costlier) (def=1.0)
; Firepower = multiplier to firepower for all weapons (larger means more damage) (def=1.0)
; Groundspeed = multiplier to speed for all ground units (larger means faster) (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons (larger means slower ROF) (def=1.0)
; BuildTime = multiplier to general object build time (larger means longer to build) (def=1.0)
; Color = color to use when displaying objects owned by this country (see color schemes)
; Multiplay = This house used as placeholder for multiplay house (def=no)?
; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?
; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)?
;Enough of theirs. Here's the real stuff. VeteranXXX can be used to make all units
;of that type start as veterans. Please stay clear on the meaning of Infantry, Unit, and Aircraft.
;For % bonuses, the unit ones are made up up two words: the category and the type it applies to.
;Column A: Armor, Cost, Speed(units), BuildTime
;Column B: Aircraft, Units, Infantry, Buildings, Defenses
;Column C: Mult (to remind you that this is a straight multiplier instead of the formulas they used.)
;Exception is IncomeMult, which is applied when gaining money from refining ore only, but, well, it doesn't actually work. Umm...sorry. 3/22 Maybe it does now...lemme check...yeah! it works now!
;For armor, think of max strength being multiplied by the number (in reality, damage is divided by this since you can't change the max in Type)
Heh... anybody (even I) can copy stuff from YR to RA2... But that doesn't effect anything. These questions make more sense: what MCV does it use? Can AI also use it without bugs? Does it get recognized in the country-selection list?
If you get stuck on solving these problems, don't worry... Everybody did.
I believe this will help you:
DeeZire's INI Guide wrote:
It is not possible to 'truly' add new countries by extending this list as it forms an internal array - the numbering system is very strict as numbers 13 and upwards are used by the game code to refer to houses in multiplayer games (one of which may include an 'observer' if that has been allowed in the game at the expense of another human or AI player) and form the basis of events, actions and triggers. The game is also hard-coded to recognize the above countries and their corresponding numbers only.
It gets reconized in the country list
dont know about ai but im working on it
i dont have the mcv but im working on it _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
well this actually makes sense that ea planned already a new side in their expansion otherwise it would be called YuriSide or something like that _________________ Please, read the signature rules of the forum. QUICK_EDIT
You don't have the MCV? How can you do that? AFAIK, player can't start without one of the THREE FIRST BaseUnit= entries, depending on their side. QUICK_EDIT
But it is not going to work. You can have only 3 different MCVs. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Sep 26, 2003 5:14 pm Post subject:
this tutorial will cause more doubts than solutions, so I decided to move it again to the editing forum... Make sure you really have a working solution, specially if you have a screenshot of skimirsh screen with it and a screenshot of the MCV and starting units from it before making of it a tutorial... QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Sat Sep 27, 2003 5:02 am Post subject:
lol, I'm all messed up. Banshee is right, this thread seems to have created more confusion and arguments than erm... a tutorial should. _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
i think it can work it is simple in ra2 thet just already have the 3rd side in a hardcoded manner otherwise it would be called yuri side lets just wait if that new mcv will work _________________ Please, read the signature rules of the forum. QUICK_EDIT
You CANNOT add anymore sides. You could concievably add new countries by hacking the exe and altering the array data that the houses use, but the side stuff (AI mainly such as base planning side as well as different battle labs and such things) cannot be increased beyond 3 feasibly without the source code to the game.
_________________ "Sometimes the mind needs to find somethings on its own" -Dr. Xavier
I am having a problem: the loading screen for the skirmishes is not working can one of you find the code
that handles that> THANXS _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
You CANNOT add anymore sides. You could concievably add new countries by hacking the exe and altering the array data that the houses use, but the side stuff (AI mainly such as base planning side as well as different battle labs and such things) cannot be increased beyond 3 feasibly without the source code to the game.
I am having a problem: the loading screen for the skirmishes is not working can one of you find the code
that handles that> THANXS
you cant..i forgot to mention that the sides' graphics are hardcoded...meaning that the sides will only use the specified graphics in the original mixes...and theres nothing you can do about it. _________________ "Sometimes the mind needs to find somethings on its own" -Dr. Xavier
It has to do with your prefixs and suffixs, they decide which 'SIdec01.mix'
or 'sidec02.mix' is used..... maybe, just maybe you can get your country screens working if u copy the prefix and suffix of another country..... hmmm..... probly won't work though _________________ Bang! QUICK_EDIT
but you cant edit them...coz its a whole new kinda work and NO ONE ever succeeded in doing so. _________________ "Sometimes the mind needs to find somethings on its own" -Dr. Xavier
test the game with short game on if it works it confirms my theory that the 3rd side stuff is already coded in ra2 _________________ Please, read the signature rules of the forum. QUICK_EDIT
im making all the buildings using a cut n paste logic...
so it doesnt take all that long.
i have to make every building so that when i test it i have enough time to build a spysat and take a screenshot
mabye i should give him my tesla veteran _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
i have to let the ai be him only cause his loading screen
is pretty.... awww ill just have to fix that _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
yah....ummm..Ive already tried your method out along time ago...and yes I can get my name to appear on that screen as well for the new country...but it still wont work cause the new tags in YR arnt in RA2..so theres no way yurside will work..so I would give this up while you still can cause it wont work...also I too have a program that can open the exe...and I can see everything I need to edit...but you wont be able to unless you understand assembly...and also it takes alot more then 1 program to edit the exe..plus you need to know what you are editing. QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Mon Oct 27, 2003 1:36 am Post subject:
... all that for nothing... you really should finish this project or people are going to be a little tiny bit angry... _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
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