This mod page is mainly a gallery for modding skills,patches,etc.,not very suitable for playing.


Moddb seems to ruined my videos.I decided to use GIF.I'd upload videos only when they are too long.



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Blog RSS Feed Report abuse Latest News: A plan for the ultimate ini editor

0 comments by ModerKenosis on Jun 19th, 2013

First of all it is a visual editor, which might be the hardest part. Drag in blocks to create ini modules, click or draw line to create links.

INI modules would be first prepared. For example, a default unit would be a conscript copy, a default weapon is MissileLauincher copy, a default projectile is AAHeatSeeker, a default Warhead is HE

Then it is super flexible,we should be able to change its link rules by editing config files.

We first setup a link rule:unit-weapon link uses Primary= tag.
It means your editor does not know INI rules. You should teach it how to link different modules.
So we do the weapon->projectile,weapon->warhead rules.

Then you drag in a unit module and a weapon module, and link them together. While most code are not links, they should be in a normal txt editor window. When you select a module you can also change its name.

Setup another link rule: Projectile->weapon uses ShrapnelWeapon=, and an additional tag ShrapnelCount.

Then drag in another weapon module and link the previous weapon with it. You create a shrapnel system like that.

When you draw all needed code, click an output buttom to write them into different inis or into a whole file. When you hit it, run a name check.

That is the basic working way of it.
There are also other additional,detailed designs of it,

A understandable config example:

[WeaponType]
Link1=ProjectileType,Projectile
Link2=WarheadType,Warhead
Link3=AnimationType,Anim,Multi

Multi means each link will not erase the previous setting.

[AnimationType]
Link1=AnimationType,Next
Link2=WarheadType,Warhead
Link3=ParticleType,SpawnsParticle
Link3Other=NumParticles

The xxxOther defaults to 1.

[ProjectileType]
Link1=WeaponType,AirburstWeapon
Link1Other=Cluster
Link2=WeaponType,ShrapnelWeapon
Link2Other=ShrapnelCount

If there is alternative link methods, use the first one as default.

[WarheadType]
Link1=AnimationType,AnimList
Link2=AnimationType,Temporal.WarpAway
Location:rulesmd,[Warheads]
You can add other links by editing the config file.
the location tag defines which ini file and where it should go to.All big types should have this.

[UnitType]
Link1=WeaponType,Primary
Link2=WeaponType,ElitePrimary,Optional,Off
Link3=WeaponType,Secondary,Optional,Off
Link4=WeaponType,EliteSecondary,Optional,Off
Link5=WeaponType,DeathWeapon,Optional,Off
Link6=WeaponType,EliteDeathWeapon,Optional,Off

so you need to activate them to make the links "appear"

[ProjectileTypeAirburst]
Link1=WeaponType,AirburstWeapon

[ProjectileTypeShrapnel]
Link1=WeaponType,ShrapnelWeapon

So you can easily set up the primary types for your own convenience

The prepared modules should be written like this:

[DefaultAnimation]
Type=AnimationType
;----------------------------------------
LoopCount=1
Rate=400

[DefaultGun]
Type=WeaponType
;-----------------------------------------
Damage=15
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[DefaultCannon]
Type=WeaponType
;-----------------------------------------
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes

when you put them to use, every single line except the type= will be directly copied. You can change the default settings by editing them. When you create links the default link will be overwritten.
Or the default modules should come without link tags.

Optional modules will be combined to the linked module.

like this

[GattlingModule]
IsGattling=yes
TurretCount=1
WeaponCount=6
WeaponStages=3
Stage1=200
Stage2=400
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
RateUp=1
RateDown=50
IsCyclicGattling=no

Link1=WeaponType,Weapon1
Link2=WeaponType,EliteWeapon1,Optional,On
Link3=WeaponType,Weapon2,Optional,On
Link4=WeaponType,EliteWeapon2,Optional,On
Link5=WeaponType,Weapon3,Optional,On
Link6=WeaponType,EliteWeapon3,Optional,On
Link7=WeaponType,Weapon4,Optional,On
Link8=WeaponType,EliteWeapon4,Optional,On
Link9=WeaponType,Weapon5,Optional,On
Link10=WeaponType,EliteWeapon5,Optional,On
Link11=WeaponType,Weapon6,Optional,On
Link12=WeaponType,EliteWeapon6,Optional,On

So a basic superweapon module should include the basic recharge,power,etc etc, use additional modules to define what it exactly is.
The same use can be for spawned missiles,for shake screen tags or anything of the user's idea.


you can display every link point on the module ,a point with no link should not be written the tag in the output.


Or you just link them together with regular tags, you can activate rarely used tags by the optional control.


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UI creation practice files

UI creation practice files

May 12, 2013 Movies 0 comments

Created with particle illusion and converted as ra2ts_l

Blue Screen of Death

Blue Screen of Death

Feb 16, 2013 Movies 1 comment

it is a load screen ,a fake BSOD with restart process. Totally harmless. Loading bik included as well.

Game mode patch

Game mode patch

May 30, 2012 Patch 0 comments

This little thing gives you one more game mode-the gem mode,in which all ore will be replaced with gem.You can use it on almost all mods if they don't...

MKLab - the English Release

MKLab - the English Release

Mar 5, 2011 Full Version 3 comments

Updated some units and super weapons.Now you can understand what these units are for.

Post comment Comments  (0 - 10 of 38)
Meyerm
Meyerm Apr 28 2014, 3:10am says:

The drone strike- ultimate troll weapon.

+1 vote     reply to comment
Be7AMod
Be7AMod Mar 16 2014, 10:24am says:

Nice mod!

+1 vote     reply to comment
iamapig120
iamapig120 Jan 29 2014, 6:56am says:

我很好奇SEGAY究竟是什么意思……
我是1056282997,一个新手

+1 vote     reply to comment
WorldofLord
WorldofLord Feb 13 2014, 9:01am replied:

I know SAGE only, and you'd better use English

+1 vote     reply to comment
ModerKenosis Creator
ModerKenosis Feb 20 2014, 1:42pm replied:

why. I understand Chinese because I am Chinese myself.

+1 vote   reply to comment
dodgevipergts
dodgevipergts May 11 2013, 6:36pm says:

i was hopeing to read some of your cool code and logics in this mod, but is expandmd99 encyripted?

+1 vote     reply to comment
mjmmarcus2
mjmmarcus2 Sep 23 2012, 12:30pm says:

Vimala Vidan MOD On-Line

Ra2yrmm.blogspot.com.br

0 votes     reply to comment
Alomalomynous
Alomalomynous Dec 2 2011, 8:02am says:

How do you run this mod? I can only see the copy-paste recommendation in the archives.

+2 votes     reply to comment
ModerKenosis Creator
ModerKenosis Dec 2 2011, 8:57am replied:

unpack everything to your YR folder and run yuri.exe

+1 vote   reply to comment
joejunior2011
joejunior2011 Oct 27 2011, 8:05am says:

woo..nice mothership!!!

+2 votes     reply to comment
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Released Feb 28, 2011
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