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McPwny

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  1. after making a new particle system and listing it in the particlesystems index in rules.ini, use that number to call it in the fa2 trigger action. i used to do it to make like red and green drop zone flares. i dont have my main computer so i cant give example code right now.
  2. you can also make a new particle system via ini editing to get it to look the way you want
  3. ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags. the simplest trigger setup would be: trigger 1, set to repeat event 1: elapsed time (the amount of time that the particle system plays for) action 1: play particle system at waypoint trigger 2, one time event 1: destroyed by anything action 1: disable trigger 1 action 2: remove particle system at waypoint real quick and simple but of course not automatic
  4. heh i see some of the terrain i made years ago in the screenshots
  5. its still being constantly updated, now it has been significantly improved from the time that i made the original post.
  6. if everythings black on the map editor it probably means that fa2 is looking in the wrong place for your ra2 folder. it could be a really old version of fa2 or set up wrong in that case. anyways you can try fa2sp which is a heavily modified version of the OG fa2 https://github.com/secsome/FA2sp or you can try world altering editor which is a more experimental but modernized complete remake of the map editor https://github.com/Rampastring/WorldAlteringEditor
  7. it is its own dedicated .ini file that you can find by using xcc mixer and looking in ra2md.mix and then the localmd sub mix. once you see it it will all make sense, and all youve got to do is take the [genera] header i mentioned and the three lines i mentioned and put them in your map file. via text editor or via the ini editor built into fa2 both work fine
  8. that looks like the entries on the list of buildings in a map, used to dictate building coords, owner, etc the secret lab stuff is in rulesmd.ini under the [General] header. the vanilla entries are SecretInfantry=SNIPE,TERROR,DESO,YURI SecretUnits=TNKD,TTNK,DTRUCK SecretBuildings=GTGCAN which means the game will pick one of these techtypes at random to give to the player upon capturing it. being a rules.ini entry, it is of course possible to add and edit these entries in the mapside ini
  9. McPwny

    Question!

    i tested that event ad nauseam and there just isnt any way to make it register individual houses like it does in single player. if you tell us what you are trying to do exactly we might be able to devise a workaround though
  10. if your booting the game via the vanilla executable the maps will be read from the installation root folder (or any expansion mixes in the root folder) and the game will look for a .yrm file extension for yr maps and a .mpr file extension for base ra2 maps if your booting the game via the cncnet launcher, then the maps will be read from the maps>custom folder and the game will look for maps with .map file extension; you will need to change the file extension manually. thats assuming its a multiplay map. if its a campaign map then it wont be read by cncnet at all and it needs to be in the ra2 root folder and have the .map file extension
  11. hey guys im just making a post here because i know that there is a gap between the modding community and the mapping one and i wanted to let everyone know about the recent new map editor for ra2 i wont make a drawn-out post but you can get it here: https://github.com/Rampastring/TSMapEditor/releases/ and dont forget to show rampastring some love for making this long-needed modernized ra2 map editor
  12. that trigger action never has worked properly in vanilla multiplayer maps and just works for campaign. idk if mental omega maps use some kind of workaround hack or if something in their engine extension logic enables it.
  13. adding new units requires editing the rules.ini and art.ini of the game and also putting the assets in a .mix file in the game folder. editing the AI requires editing the ai ini and writing in new sections. its fairly complicated and you may want to first try scripting the AI in maps before writing AI manually. all three of these ini files will be unique to each mod, meaning that you cant make them universally compatible across mods. you could however find an existing mod and offer to contribute to it so you dont have to specialize in so many things at once or have a monumental commitment to finishing it all yourself
  14. looking at the soviet mission 01 for reference it looks like it just lists the filename directly in the 'briefing' entry of singleplayer settings. you can see the corresponding filename in the movie mixes via xcc mixer as for what input the trigger editor uses for action 100 'play movie', im not quite sure. its a numeric index and must be listed somewhere, but i cant find it atm
  15. i think an mmx was actually a specialized .mix file that had the map + other data in it. if thats the case, then you may need to use xcc mixer to extract the .mpr from the .mmx 'mix' before changing it to .map on a side note, i wonder why we dont have this format of maps anymore. could in theory allow map packets to contain extra data opening new doors for map modders.
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