[Red Alert 2 Yuli revenge] Step by Step teach you to add new countries

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Author: User
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The following is a new online tutorial. Step 1: In the [general] section of the rulesmd. ini file, add newplayablecountries = #, where # indicates the number of new countries you have added. Here we only create a new independent school in another country's fourthside. This independent school adds only one country in China, so newplayablecountries = 1.

 

Step 2: Find the national registry [countries], which falls into the following section: the original game has five allied countries, four Soviet military countries, and one U-Li country, and do not appear in the country selection table of GDI, nod, neutral, special a total of 14 countries. [Countries]
0 = Americans
1 = Alliance
2 = French
3 = Germans
4 = briish

5 = Africans
6 = Arabs
7 = Confederation
8 = Russians

9 = yuricountry

10 = GDI
11 = nod
12 = neutral
13 = Special

The newly added country must be registered after the original country, that is, the Registration starts on the 14th. Do not (in fact, avoid it as much as possible) Adjust the order of the original country, otherwise it will affect

The country attribute in the task. As a result, the task becomes abnormal unless you do not need the task. First register the GDI and nod to the end, because it will not affect any place and adjust the registration order from 10th to 13th, as shown below: [countries]
; Allied Forces (GDI Consortium)
0 = Americans; starts at zero because dialog returns 0 for first listing regardless of name
1 = Alliance
2 = French
3 = Germans
4 = briish

; Su Jun (nod faction country)
5 = Africans
6 = Arabs
7 = Confederation
8 = Russians

; Uri (third)
9 = yuricountry

; Custom country
10 = China

; Officially blocked
11 = GDI
12 = nod
13 = neutral
14 = Special

GDI and nod must be registered at the end. (This is the online tutorial. I heard that this is not necessary for the new platform. In this way, new countries are registered into the table.

 

Step 3: Find the [sides] segment, as shown below:

[Sides]
GDI = British, French, Germans, Americans, Alliance
Nod = Russians, Africans, Confederation, Arabs
Thirdside = yuricountry

Civilian = neutral
Mutant = Special

Assign your new country to related factions. We will register the fourth consortium fourthside here, but the original rulesmd. ini does not have the fourthside faction. We will add the fourthside = Statement to rulesmd. ini, as shown below: [sides]
GDI = British, French, Germans, Americans, Alliance
Nod = Russians, Africans, Confederation, Arabs
Thirdside = yuricountry
Fourthside = China; Add a new consortium and specify the countries in the Consortium
Civilian = neutral
Mutant = Special

 

Step 4: Locate the country Definition [yuricountry], copy the [yuricountry] country code to change it to the China New Country Code, and change it to the following:

[China]
Uiname = Name: China; uiname is used for CSF translation. You must edit the ra2md. CSF file for Chinese input.
Name = China; name is a useless statement, which does not affect anything and can be written at will.
Suffix = Soviet; when players select this country, the interface called is yellow.
Prefix = B. If you don't understand what B represents, just write it.
Color = darkred; when used for tasks, the default color of the country is dark red. Deep red is the default Soviet color
Multiplay = yes; can I be directly selected by players during the battle. Note: even countries that cannot be directly selected can be randomly selected.
Side = fourthside; set the faction to the fourth faction
Smartai = Yes

Step 5: Now we need to create new national flags, loading pictures, radar maps, and Eva comments that are often forgotten. Here we use the ready-made files, that is, to extract the original files of the game into the files required by the new country. We use xccmixer for extraction. The extraction path in the game directory is as follows:

Flag: ra2.mix \ local. the PCX file in mix \ finds and releases the flag. For example, we need to use the Soviet flag Rusi. as the national flag of the new country, PCX releases the file. Loading screen: ra2md. mix \ laodmd. here we use ls800oraq for SHP (TS) files in mix. SHP is used as the loading screen and the corresponding palette file mplsi. pal is extracted together. You need to find the loading screen in ra2md. Mix. Otherwise, the image is asymmetrical. Palette tips: How do I know which palette the image to be extracted corresponds? In xccmixer software, choose \ color palette \ auto select or Ctrl + Q to adjust the correct color palette. If not, click "auto select" several times ". Then ---- check the \ color palette \ Red Alert 2 \ and check that the pal is selected here. Then, the SHP color palette is returned to the ra2md of xccmixer. mix \ laodmd. find the pal in the mix \ directory and release it. Now we have found both the national flag and loading images. Now we have changed the names of the three extracted files. The naming rules for the image resource calling in the game in the new country are as follows: country flag image Rusi. PCX = C ##_ flag. PCX countries load images ls800oraq. SHP = C ##_ ls. SHP country load palette mplsi. pal = C ##_ ls. pal ## indicates that we are in rules. in the INI file, [countries] indicates the serial number of the country to be registered under the new country Registration Section. If we register the numbers below: 10 = CHN; register the new country 11 = fourthcountry; register a new country. If your country is registered on the 10th, the corresponding file is c10_flag.pcx, c10_ls.shp, c10_ls.pal. If your country is registered on the 11th, the corresponding files are c11_flag.pcx, c11_ls.shp, c11_ls.pal, and so on. They are newly created files, not any code! Here, we registered the 10th, so the file is changed to the following: c10_flag.pcxc10_ls.shpc10_ls.pal. After the name is changed, copy the three files to the game directory so that the flag and loading screen are complete. You can also make new national flags and load pictures by yourself. Next, we need to make a radar chart. A radar chart is the small map in the upper right corner. It has a radar station with a SHP animation that changes the magnetic field from a black screen to a small map, here we also use materials from the original game. Extract sidec01.mix or sidec02.mix under ra2.mix \, release the entire sidec02.mix, change it to sidec04.mix, and copy it to the game directory. Now, the screen is loaded, and the flag and radar chart are completed. To display Chinese characters in the game, use the language editor ra2cstreditor to add the following rules: Name: Country ##; Country Name Translation name: Country # SW; loadbrief: country ##; explanation of the country when loading (for example, "The Magic tank is a very troublesome chariot that can destroy your troops when you are not ready, then it disappears without sound. ") STT: Country, at the bottom of the interface, the related Country Statement (for example, "the liberation Union is composed of the third-world joint army and dashi, and the special units include steel fighters and magic tanks) is displayed, but you still cannot enter the game, because there is no base car or construction plant (that is, the building after the base CAR is expanded). As soon as you enter the game, it will end and quit. You want to enter the game, there should be at least two types of stuff: new recruits and base cars. Now we will register a new base car. Here we will still use the original stuff to do it in rulesmd. search for amcv in ini, and select baseunit = amcv, SM. CV, PCV this is the statement for registering a base car. The new base car needs to be registered in the baseunits = Statement. Otherwise, the game will not consider it as a base CAR. Once the computer has the base CAR, it will not take the initiative to expand. Here we name the new base CAR chcv and register it with baseunit = amcv, smcv, PCV, and chcv for further search, find the *** vehicle type list * [vehicletypes] 1 = amcv; allied MCV2 = harv3 = apoc4 = htnk, 83 = ambu84 = civp In the last 84 = civp, we registered the base car as the chariot class to go to 85 = chcv, as shown below: [vehicletypes] 1 = amcv; Allied MCV2 = harv3 = apoc4 = htnk, 83 = ambu84 = civp85 = chcv. Search for the code of the Allied vehicle base: [amcv] uiname = Name: amcvname = Allied Construction vehicleimage = mcvprerequisite = gaweap, gadeptstrength = 1000 catego Ry = supportarmor = heavydeploysinto = gacnsttechlevel = 10 sight = 6 speed = 4 owner = British, French, Germans, Americans, alliance, and copy these copies to any location, note the following: [chcv]; changed to the name uiname = Name: chcv. The name image = chcv displayed in the game; the corresponding vxl file or SHP animation file, the base vehicle animation cannot be the same as the other three base vehicles, so the new name is a prerequisite =; build the premise, fill in the registered building owner = CHN; deploysinto = gacnstchn, a country with this car, is very important to build a new base., And other people like to change, solve the problem, and save rulesmd. INI file, so that our base is in rulesmd. in the INI file, the registration is complete. In the same way, we copied the US soldier E1 code and registered it as our new recruits. Then we started the name e1chn, at this point, we may not need to register the rest of the buildings, arms, and tanks. The next step is to extract the weapons SHP diagram of the former Red Police, the construction plant SHP picture and the base CAR vxl file. The three SHP Atlas are in the following path: U. S. Soldiers ra2.mix \ conquer. mix \ GI. SHP construction plant construction animation ra2.mix \ isotemp. mix \ gacnstmk. SHP construction plant damage animation ra2.mix \ Generic \ ggcnst. shpra2.mix \ Generic \ ggcnst_a.shpra2.mix \ Generic \ ggcnst_ B .shpra2.mix \ Generic \ ggcnst_c.shpra2.mix \ Generic \ ggcnstdm. SHP base CAR ra2.mix \ local. mix \ MCV. vxlra2.mix \ local. mix \ MCV. HVA is ready. The image has been extracted. First, change the file to the dedicated name of our new country. You can also name the file by yourself. The name must be the same as the name registered above, for example, we registered the base CAR as chcv and the soldiers registered as e1chn. Change the name according to the rule as follows: gichn. shpgacnstchnmk. shpggcnstchn. scheduler has the best name in this way. I have not tried other methods. Next, we will register these with rulesmd in the game. INI and art. INI to the specified place to register: In rulesmd. only the three _ A, _ B, _ C, and animation are registered in the INI file. Find the following: ** animation list **; this is the complete list of animations available. there are; internal tables that rely on this exact order. additional; animations shoshould be appended to the end. [animations]; animation registration 1 = twlt1003 = o, 1071 = yapowr_cd plus: 1072 = gacnstchn_a1073 = Signature = gacnstchn_c note that the second letter G should be changed to, it seems that the case is not case-insensitive. I add a new name with a letter according to the original name, and I can change it myself. However, if you want to change the rules, study it by yourself. Next, go to art. INI to register, in art. INI registration also needs to find the corresponding code and copy it to another place as it starts with, and change it to the new name above: [gichn]; new recruits, the US soldier cameo = giicon; icon we use the original altcameo = giuico; Sequence = SEQUENCE = yesremapable = yesfireup = 2 primaryfireflh = 80, 0, 105 secondaryfireflh = 80, 0, 90 [gacnstchn]; new base (construction plant) remapable = yesfoundation = 4x4height = 4 animactive =, 3 buildup = bytes; build animation demandloadbuildup = truefreebuildup = truenewtheater = yesactiveanim = gacnstchn_a; destroy animation activeanimd Amaged = destroy damaged animation activeanimzadjust =-130 activeanimysort = 362 productionanim = break; damaged animation productionanimdamaged = gacnstchn_bd damaged animation, and the corresponding registered damaged Animation: [Break]; new base damage animation registration normalized = yesstart = 0, [gacnstchn_ad]; new base damage animation registration image = gacnstchina_anormalized = yesstart = 3, [gacnstchn_ B]; new base damage animation registration normalized = yesstart = 0 loopstart = 0, [gacnstchn_bd]; new base damage animation registration image = gacnstchn_bnormalized = yesstart = 20 ,,,,, And base vehicle vxl registration. Here is the code for copying the Allied vehicle MCV: [chcv] cameo = mcvicon; the icon is designated as the Allied icon remapable = yesvoxel = yes. Put rulesmd. INI and art. INI and all the files we just extracted and renamed are copied to the game directory. Now we can go to the game shield and watch it. Haha, there is only a war and a base, and there is nothing to create. What are you waiting, the above method is used to register the same things you want, and a country will be built soon. You must register the required building in the following places: prerequisitepower = gapowr, napowr, nanrdbms, yapowr, and prerequisitefactory = gaweap, naweap, and yaweap, yabrck registration barracks prerequisiteradar = gaairc, naradr, amradr, napsis registration radar prerequisitetech = gatech, natech, yatech registration pro section prerequisiteproc = garefn, narefn, yarefn registration mine prerequisiteprocalternate = Smin registration can be expanded mine car name buildconst = gacnst, nacnst, yacnst base registration buildpower = napowr, gapowr, yapowr Electric Field Registration buildrefinery = narefn, garefn, yarefn mine registration region = nahand, gapile, yabrck barracks registration buildtech = natech, gatech, yatech Gao ke registration buildweapons = gaweap, naweap, yaweap chariot Factory Registration buildradar = gaairc, naradr, amradr, napsis Radar Registration concretewils = gawall, nawall, gafwll wall registration alliedbasedefenses = gapill, atesla, nasam allied defense building registration handler = nalasr, nabnkr, Tesla, naflak Soviet army defense building registration thirdbasedefenses = yaggun, yapsyt, natbnk youli defense building registration fourthbasedef Enses = new national defense building registration repairbay = gadept, nadept, caoutp defines the repair shop baseunit = amcv, smcv, PCV defines the base CAR harvesterunit = Harv, Cmin defines the mining car padaircraft = orca, beag defines the aircraft that needs to land at the airport. This country is already complete and has its own independent army and building, which can be used properly. Don't patronize the definition of human players. The definition of [ai] must also be the same. Otherwise, no computer will create anything in this country. Find: [ai] buildconst = scheduler, nacnst, yacnst buildpower = gapowr, napowr, scheduler, nanrdbms affinity = gapile, nahand, yabrck buildrefinery = garefn, narefn, scheduler = gaweap, naweap, yaweap buildradar = gaairc, naradr, napsis buildtech = gatech, natech, yatech finished = gawall, nawall, gafwll finished = gayard, nayard, yayard builddummy = gapill, nalasr, yaggun registers its new stuff in the corresponding item. Success. A country is coming out. Haha, and these are just my little experiences and there will be many shortcomings. If something is wrong, I will study it slowly. The following is an excerpt from some useful online tutorials. I did not write and recognize ai. ini, nor did I read the AI. ini tutorial. A complete MOD was designed by AI. ini. Haha, the following statements are related to the fourth faction. You can add the following statements to the position of the country Definition [yuricountry] to the new country registration column. One faction can have only one wall, A basic power plant, a high-energy power plant, and a residual soldier. Fourthpowerplant =; fill in Power Plant fourthbasedefensecounts =; then fill in 3 numbers, separated by commas, control the fourth camp simple, moderate, difficult three levels of AI defense facilities fourthcrew =; then fill in the soldier name, attackers who control the fourth camp (the building is destroyed or sold and then run out) fourth?vordivisor =; then fill in the number, control the number of constructor in the fourth camp (the construction price divided by the number of constructor) basedefenses =; then fill in the building name to let the computer recognize the defense building in the fourth camp (I guess) most of the above Code can find the corresponding prototype from the original rules, and it can be seen from the description next to it what it means. It is worth mentioning that, you can specify an Independent Loading color for the third and fourth factions, that is, add the following statement in [colors: thirdload = fourthload = There are still resources and other small issues. Before you start, you must specify the numbers of each faction. That is, the upper and lower order defined in the [sides] segment. Allies is 0, Soviets is 1, 3rdside is 2, and 4thside is 3. The biggest role of this number is to specify the number used in the resource package naming rule sidec #. Which number should be used in the mix? For example, if allies is sidec01.mix, then 4thside should be sidec04.mix. Aibaseplanningside = 3. This statement is used in buildings (such as construction plants, which can be found in their Code). In general, it seems useless, however, when you have multiple bases at the same time, you will know how powerful it is. Without this statement, your buildings will pile up in disorder and you will not be able to find the building you want to build for half a day, you wish to sell your base. Therefore, aibaseplanningside refers to the statement for classifying buildings of different factions. The Allied buildings use 0, the Soviet army buildings use 1, and the URI buildings use 2. The fourth school uses 3, in fact, the four orders can be changed. You can change the allied forces to 3 and the fourth order to 0. This statement may also be used in unit code, and it is estimated that unit classification can also be arranged. The average organization does not need to be as clear as the base car. You can write the owner into all countries. If you get something as obvious as a base car, then the Chinese chariot will never come out of the Allied factory, even if both are available. In principle, as long as the construction conditions are met, as long as the factory should be able to generate any school of tanks. The following is a very important step. You need to create a GUI for the fourth faction. What is the Gui? I am dizzy. The GUI is the game operation interface consisting of image files in the image resource package called by the school. It contains SHP, color palette, and other image resource files, the naming rule is sidec ##. mix, which should be named sidec04.mix for the fourth faction. There are two specific methods: one is to use the mix editor to create your own, the other is to extract sidec01 or 02.mixfrom ra2.mix, and then change the name, and replace the files to the fourth faction. It should be noted that, unlike the GUI of the Allied Forces and the Soviet Union, many images have different sizes. The former is blue and the latter is yellow, the official copy of the yellow style as the section of the URI, you can copy one of them as the fourth faction of the interface. The last thing to do is to write independent AI for the fourth faction. This is indeed very troublesome. Each country must have an initial soldier and an initial tank. Otherwise, an error may occur.

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