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Everything posted by Allen508
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2 construction yard can't be done. Your stuck with the buildings RA1 has. Small portions of the rules.ini file in can be put in the scenario file (mission). I don't think Image= works but it has been along time since I've tried to see what keys/tags work when used in a scenario file (mission). C&C-RAED is the mission editor for RA1. It will do single player mission just fine. With OS SHP editor you have to save your .SHP as TS .SHP than use XCC Mixer to convert it back to TD/RA. Other than OS SHP editor all you can do is use XCC Mixer to convert a .SHP to an editable format that "Paintshops" can use. You can download my Red Dawn mod that has almost all of the C&C95 units and building converted for use in RA1. http://cnc-comm.com/community/index.php?topic=1588.0 Feel free to take any thing you need from it. The TD engine is less flexable than RA1. TD has no rules.ini Notify me of replies is ON.
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I know... evil_smiley.gif
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The RA1 single player AI rarely sells buildings... When a mission-critical building is on a map it is not owned by the AI House but owned by a special AI House that has no IQ and will not sell the building. I have my crappy Technology Center buildup in Red Dawn and it works fine. It is the player that will sell a mission-critical building...
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It may have been fixed already if not it should be usefull to others. Thanks!
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Epic!
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I know a good bit about TS but PPM is a good place too.
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Go to The Construction Yard » Graphics and post. Than use the attachment options below the "Notify me of replies" "Return to this topic." and "Don't use smileys." Put your files into one of "Allowed file types: gif, jpg, mpg, pdf, png, zip, rar, mix, 7z" I use Zip my self since just about evey one has it. than attach if to your post.
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Add a file? What kind of file?
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TS and RA2 maps are not interchangeable. With TS the infantry transport helicopter fix was done by Carryall=yes but this make the transport drop a infantry than it will take off and land to drop another. This repeats tell all infantry are dropped. Ships are done by sea based a Weapons Fractory. This work around breaks some of the stock Single Player missons but since Dawn of Tiberium Age dosn't use them it is no big deal. PPM has the details. Naval Yard / Alternate Factories. http://www.ppmsite.com/forum/viewtopic.php?t=7918 Naval Yard / Alternate Factories V2.0 http://www.ppmsite.com/forum/viewtopic.php?t=15319
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With TS and RA2 you can add more unit and building then stock. Sounds and musics as well. TS don't support a infantry transport helicopter and ships (There are work around for both but no RA1 style transport ships) With RA2 the rules get a little hard to do but it dose use ships like RA1. Attack helicopter logic dosn't seem to work for the Soviets.
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You need XCC Utilities http://xhp.xwis.net/ or http://xhp.xwis.net/utilities/XCC_Utilities.exe (Direct Download) Here is some info on how to use XCC Mixer http://xhp.xwis.net/documents/guide_XCC_Mixer.html http://yrarg.cncguild.net/old/index.php?page=tutorials/xcc Also make a post in "The Barracks" part of the fourm saying you want to learn how to mod RA1. Maybe some one know of a tutorial or 2. If no one post back I'll do my best to get you started. On a side note. Any XCC Utilities tutorials that are for Command & Conquer: Tiberian Dawn to Red Alert 2 are usefull for geting a basic understanding on how XCC Utilities and XCC Mixer work.
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Use XCC Utilities (XCC Mixer) It will convert the .shp to 32 editable files (TGA, PNG, PCX, etc) Than added the needed extra frames that APCs use. (38 or 40 frames I think) You can also look at the APC.shp for the needed facings.
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V2 Rocket Launcher launching pad attack animation
Allen508 replied to Iran's topic in The Tech Center
Okay just thought I would ask. -
V2 Rocket Launcher launching pad attack animation
Allen508 replied to Iran's topic in The Tech Center
You may want to slow the game down and see if they are used. You may not see them with the game speed set to fast speed settings. -
Nyerguds would be the one to ask.
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I havn't worked on it in along time. The Snow to Desert.zip found on page one is the latest.
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Its's been a while since I'v looked at the manual... but my guess would be that the coil was moved up since the Allied Gun Turret only need the Barracks.
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I take it that it worked?
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Try this link for Smart Rules. http://www.cncgames.com/redalertrules.shtml
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You can try...