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What's with Yuri's flight?
This is my reprint: "Creating new arms-flying Yuri clone flying Yuri clone is a new arm developed by Comrade Yuri leader for flying units that cannot be controlled by ideas!" "Yuri's leader got the battle data from the allied rocket pilots, and combined with the characteristics of Yuri Replicator, he designed the flying Yuri Replicator. Flying Yuri clones can control almost all flying units, almost all ground units and all warships, including allied rocket pilots, black hawk, wasp and other fighters, MIG fighters of Soviet elite fighters, armed helicopters, Kirov empty boats and laser UFOs of Yuri camp. Ground troops are more important! Later, Yuri's leader accidentally got an allied dolphin, so flying Yuri can even be anti-submarine! However, due to the use of rocket propulsion equipment, Yuri clones in flight could not use mind blasting. However, the bomb can be hung under the rocket propulsion equipment, so Yuri leader stole the empty boat bomb from Kirov in the Soviet camp and hung it on the flying Yuri rocket propulsion. For enemy buildings and armor, flying Yuri can bomb with empty boat bombs! However, even the perfect arms still have shortcomings: heroic units such as Tan Ya, mining units such as harvesters, remote control units such as remote control tanks, and mentally retarded units such as orcs cannot be controlled. Open XCCMixer. XCCMixer is a tool specially used to decompress files in MIX format in Red Alert. All brothers who do MOD, this tool is a must. After opening, open the file-open the menu, and open ra2md.mix under the revenge folder of Red Alert 2- Yuri. The window on the left side of the software shows all the files that appear after extracting ra2md.mix Obviously, this time we are adding a new arm, so we need to modify the rules file. Double-click localmd.mix to find rulesmd.ini, right-click Extract, select the revenge folder with the path of Red Alert 2- Yuri, and export rulesmd.ini. Note that this folder must be selected, otherwise the modified ini file will not work in the game. Post related pictures: the rule file is available and needs to be modified now. Open this INI file with UltraEdit (hereinafter referred to as UE). Search "[InfantryTypes]". All the weapons that appear in the game are recorded here. Weapons appearing in the game must be defined here to be effective. Therefore, now we need to define a new unit-flying Yuri clone. Find a useless serial number in order and define new arms. In my ini file, the number 65 is the last one, so 66 = FLYYURI is defined, in which the flying YURI is called "flyuri". Then write the specific code of flying Yuri. This can refer to the code of the rocket pilot. Copy the code of the rocket pilot and paste it somewhere. For the convenience of modification, I posted it next to Yuri Replicator. ui Name = Name:flyuri; fly Yuri Name = fly Yuri; Flying Yuri image = FLYYURI icon. The icon here is newly created. Please refer to artmd.ini Prerequisite=YABRCK for specific methods. The prerequisite for the construction is that the closed room of Yuri Arsenal = Britain, France, Germany, America, Union, Confederacy, Africa, Arabia; Except Yuri, all countries prohibit the construction of Pip = red input units that can be stationed, and the box indicating the number in the lower right corner of the unit is displayed in red. This sentence is meaningless, because the flying arms cannot enter the category of units that can stand guard = soldiers; Infantry type, that is, from the arsenal after construction; Strength = 255; HP Primary = EverythingMindControl; The main weapon is advanced mind control. This is my new weapon-advanced mind control, which can control air units. As for the specific generated code, there is a statement that Secondary = BlimpBomb secondary weapon is empty boat bomb type immunity = yes; Immune mind control armor = none; No armor. tech level = 1; Construction technical level (1? If you build a barracks, can you make a flight, Yuri? Is it too much? ) it doesn't matter = no; Never mind (I don't know what this code means ...) line of sight =12; Vision is the area where you can explore the darkness, but the range where you can find the enemy. Speed = 9; Speed owner = Russian, state-owned Allowedtostartin Multiplayer = NO in YuriCountry; Cost =500 is not allowed to appear with the base car at the beginning of the encounter; Training costs (only 500? Are you a human trafficker?) Soylent = 200 and sold it at the military recycling station. This code is still meaningless, because flying units can't enter the military recycling bin. Unless, you design a new building, which has the property of a military recycling bin and floats in the air, flying units can enter the integral = 30; Being killed by others, the experience value gained by the other party is isselectable combatant = Yes; VoiceSelect = YuriSelect selected voice VoiceMove = YuriMove mobile voice attack = VoiceFeedback = YuriAttackCommand attack; Voice of Fear Special Attack = Yuri Move Attack Voice DieSound = YuriDie Voice of Death Physicalize =1; Physical size threatposed =15; this value must be 0 for all building addons; The value of computer priority attack. The higher this value, the more inclined the enemy is to attack this weapon. The mobile unit won't hurt him by mistake. Mind control immunity = yes; Immunity to radiation can be bombed = no; It can't have been planted by crazy Ivan. Veteran ability = self-healing, stronger, firepower, ROF, vision, faster; After one week, the promotion ability = self-healing, strength, firepower, range, vision and speed; After Samsung, improve the ability of Elite Primary = Everything MindControl; Samsung's primary weapon is advanced mind control EliteSecondary = BlimpBombE Samsung's secondary weapon is empty boat advanced bomb deployer = no; Can't "d"; When deployfire = yes "d", you can attack with sub-weapons; Cancellation delay =150; Hard straight time under "D". Let me delete these two sentences. Because flying Yuri can't blow it up with his heart anymore. size = 1; Unit size. Enter the space occupied by infantry vehicles or any unit with personnel control. For example, a transport boat on the base car will occupy three spaces, while ordinary soldiers will only occupy one space, DetectConformity = Yes; You can explore the shady DefaultToGuardArea = yes to automatically enter the range defense state; JumpJet = yes; Crushable = no; Crushed impact landsound = rocketeer crash is not allowed; Descending voice movement = {92612c46-f71f-1d1-ac9f-006008055bb5}; Motion mode. According to the predecessors' tutorial, the flight unit must write that the MovementZone = Fly movement is limited to flight; ConsideredAircraft = yesJumpjetSpeed = 30paramsnotdefineusedefaults(oldglobalswayuptopcalledJumpjetcontrols); Flight speed jumpjetclimb = 20 Hyinchreateclimsbpeededtobe10; Climbing speed JumpjetCrash = 25 Climb up, but down; Descending speed Jumpjetacel =10; Starting acceleration Jumpjetturnrate =10; Turning speed Jumpjetheight = 500 Jumpjetbwobbles = .01; The vibration amplitude staying in the air? jumpjetdevision = 1; ? Jumpjetnowbubbles = yesthewobbling intheOversequenceoftheheart, not ofbeingprogrammerart/sine wave speed type = hover; Floating? HoverAttack = yes floating attack balloon hovering = yes; Once you fly, you will ieneverland unless you die. The floating sound is good! This is the new arms after Yuri and rocket pilots merged! But now flying Yuri can't work normally. There are three reasons: no icons, no shapes and no weapons. Solve the weapon problem first. As I said just now, Fei Yuri's mind control is called "EverythingMindControl", which is a new weapon different from ordinary mind control. Of course, this kind of weapon needs to write code. Weapons do not need to be declared, but they need to be coded. Go back to the first line and look for the name of a weapon. If I check Yuri's mind control, After searching for a long time, I found this: [Everything Thinking Control] Damage =1; NumberofMindControlLinks ROF = 200 Range =7 Projectile = EPsychicControl The projectile here is also my new projectile. Speed = 100 warhead = control everything; Warhead. This is also a new type of warhead; Report = Yuri MindControlanim = Yuri CNTL FireOnce = Yes What is a projectile? I don't know, either. I only know that the attack range of weapons is controlled here, whether it can only be used for land or air defense (such as geomagnetic storm infantry and air defense infantry), whether it is land and sea defense or three defenses (such as conch and apocalypse tank), whether it can only attack sea targets or anti-submarine (such as giant squid and dolphins), and it is all controlled here. Projectiles do not need to be declared. Since both flying Yuri and ordinary Yuri clones use mind control, let's find "mind control". Now I copy this code, paste it below and modify it. ; UsedbyEverythingmindcontrol[EPsychicControl]; Image = YURBLANK An invisible AninvisibleMissileWithAtrailerrot =100aa = Yes; The next four sentences from here are as = yesag = Ye San = yesinviso = yesimage = none Shadow = None; Proximity = Yes; Remote = Yes, this is great! All the arms that use the projectile EPsychicControl can defend against sea, land and air, with anti-submarine! Then the warhead. What is a warhead? Bullet ~ ~ ~ I don't know, anyway, the attack damage caused by a weapon to various units depends on the warhead. Yuri copied the human mind control, and the warhead was the "controller". Search for "controller" and you will see the following code: [ControlEverything]; Mind control warhead willskipnormaldamageliempdid Verses = 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100% mindcontrol = yesanim, got it? Verses= here controls the damage ability of this warhead to various armor (building materials). This is explained in the tutorial: verse: the killing effect of warheads on different armor. Yes, anti-aircraft guns, plates (mainly used for infantry), light, medium and heavy (mainly used for armored forces), wood, steel, concrete (mainly used for buildings), Special_ 1 (mainly used for terrorist robots). Special_2 (mainly used for missiles). 0% represents a force that can't attack this armor at all. 1% represents troops that will not attack this armor actively. For example, 0%, 0%, 0%, 100%, 100%, 100%. It seems that this flying Yuri is so awesome that even the building can be controlled ~ ~ (Yuri leader: flying Yuri! How dare you steal my ability! ) Warheads must be declared! Find [warhead] or find an unused serial number to declare this new warhead. Very good! So flying Yuri can control the icons and shapes with this super spirit. The so-called icon is to build this arm on the right side of the screen ("build" the arm? Strange ~ ~) displayed graphics. The appearance is what this kind of arms looks like in the game. Both involve artmd.ini, so export artmd.ini! Open artmd.ini with UE. Since Fei Yuri copied Yuri's code, I have searched for "[Yuri]". 【flyuri】; FlyYuri Cameo = FYUICON flying Yuri's icon alt cameo = fyuicocon sequence = flyyurisequation flying Yuri's upgrade; Action sequence. This sequence is also new. For detailed methods, please refer to crawls = noremappable = yesfireup = 2primary fireblh =10,0, 195. What should I do without these two icons? Do it yourself I'll use the icon of leader Yuri ~ ~ (leader Yuri: I accuse you of infringing on the right to portrait! Open langmd.mix with XCCMixer, find cameomd.mix, and double-click to open it. Finally, the icon of Comrade Yuri's leader. Someone: I said, why is the icon displayed in the window next to me in a strange color? ) This is because the color palette is not selected properly. Menu-View-Palette-Automatic Selection. Is the color OK? Then export. Then modify the small print below the export icon. SHPBuilder is coming out. Open the icon you just exported with SHPBuilder. The color is wrong. Adjust it. Menu-Palette-Red Alert 2-cameo.pal Very good! Then you can change it with those brushes! This step depends on your artistic skills ~ ~ ~ Anyway, this is what I finally made: it doesn't matter if you save it as fyicon.shp.case.. Do the same thing. Here's how to apply these two icons to the game. Open XCCMIXEditor. Click "New" first, select a path, and then give it a name. Note that the folder where Yuri Revenge is located must be selected, and the name must be "Ecachemd.mix". Click "LoadKey" again, and a dialog box will pop up. You can choose a mixed file at will, and click OK. Why are you doing this? According to the tutorial, only by cooking in this way can your new MIX file have the information of the MIX file. I don't know if this is necessary, but I did it anyway. ) and then drag the two new icons you made into the list box. After dragging the mixed file, click "Compress" directly to compress the mixed file. After the compression is completed, the status bar below the software will prompt "compact mix:done". At the same time, there will be one more dat file in the list. Here, the icon of Flying Yuri is available. Then there is the action sequence. If there is no action sequence, the arm will not be displayed in the game. For convenience, I borrowed Yuri's action sequence from Red Alert 2. Yuri Gai usually seems to be "floating", so it is very suitable here ~ ~ (Yuri Gai: Flying Yuri, remember to pay the copyright fee! Or I'll find a hero unit to cut you! ) open ra2.mix with XCCMixer. (Someone: Why don't I have ra2.mix here? ) Shit! Did you install red alert 2? Find conquer.mix, open it, and find yuripr.shp Well, that's right, it's Yuri's action sequence. Adjust the color and export. There is a shadow under Yuri's feet. Once Yuri flies, the shadow should be gone. In order to make flying Yuri real, erase the shadow. Please welcome SHPBuilder. Note that the palette should be unittem.pal, otherwise the shadow will not be displayed. I spent more than n hours erasing the shadow and then saved it as "flyyuri.shp". The final result is this: similarly compress it into Ecachemd.mix, open XCCMIXEditor, click "Open", then load Ecachemd.mix, drag the modified flyyuri.shp into the list box as usual, and then compress it. Then add the action sequence of flying Yuri to artmd.ini to find [YuriSequence]. Then copy the action sequence of Yuri Gai from art.ini and paste it into artmd.ini The modified action sequence is called 【 flyyurisequation 】. I modified this. [flyurisequence]Ready = 0, 1, 1 Guard=0, 1, 1 Walk=8,6,6 Idle 1=56, 15,0,W Idle2=7 1, 15,0, E prone =86, 1, 6 crawling =86, 6, 6, Die65438 deployment =292, 15, 0; whatartisanddeploy = 292,7,0 Deployed=299,2,0; middleframeofdeploy undeploy = 30 1,6,0die3 = 0, 1, 1die4 = 0, 1, 1die5 = 0, 1 Cheer。 But there is no Chinese name in the game, and you have to define its Chinese name to be truly completed. Open XCCMixer, open langmd.mix, and find ra2md.csf, a legendary file dedicated to defining all Chinese characters appearing in the game. Exit. Open this csf file with RA2CStrEditor, hehe ~ ~ ~ Find the name type, and right-click to create a new project in the list on the right. Then the name of the project is written as "FLYYURI" and the content of the project is written as "fly Yuri Replicator". Save. At this point, the addition of the entire arms has been completed. Enter the game to see the effect! "Are you satisfied?