Adding units

A Tutorial for Command & Conquer: Red Alert 2

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For starters in the RA2 modding

Programs needed:
- XCC Mixer (version 1.12 link :http://dodownload.filefront.com/14160//3b42fd744094864ca5bdc854729542d98e5ce43490075fe667149dae287689db2314412c8d7e567b)
- notepad
- red alert 2 start up xcc mixer and open ra2.mix
- extract local.mix file to the root folder where you installed RA2.
open local.mix - extract rules.ini file to the root folder where you installed RA2. - extract art.ini file to the root folder where you installed RA2. open rules.ini with notepad if you want to add a vehicle search for 'Vehicle Type List'
if you want to add a infantry search for 'Infantry Type List' you will find a list, its something like this 1=E1
2=E2
3=SHK
4=ENGINEER
5=JUMPJET
6=GHOST
7=YURI
8=IVAN
...
...
40=CIVBTM
41=CIVSFM
42=CIVSF
43=CIVSTM
44=POLARB
45=JOSH
just add your unit beneath it like this: 46=berserker next up search for a red alert vehicle or infantry like, apocalypse, crazy ivan, tesla trooper and make sure you'll find something like this [IVAN]
UIName=Name:IVAN
Name=Crazy Ivan ;locked
Prerequisite=NAHAND,NARADR
Pip=red
Category=Soldier
Strength=125
Primary=IvanBomber
Explodes=yes
Armor=none
TechLevel=5
CrushSound=InfantrySquish
Insignificant=no
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=150
Points=30
IsSelectableCombatant=yes
VoiceSelect=CrazyIvanSelect
VoiceMove=CrazyIvanMove
VoiceAttack=CrazyIvanAttackCommand
VoiceFeedback=CrazyIvanFear
VoiceSpecialAttack=CrazyIvanAttackCommand
DieSound=CrazyIvanDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Deployer=yes
;UndeployDelay=20
Size=1
ElitePrimary=IvanBomberE
;AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends
AttackCursorOnFriendlies=yes ; subset of AttackFriendlies. Accept a command to attack, but don't consider in threat scan
IFVMode=7
Trainable=no
just put your unit beneath it, make sure you name it the same as in the list, just edit the stats to how you like [berserker]
UIName=Name:berserker
Name=Berserker ;locked
Prerequisite=NAHAND,NARADR
Pip=red
Category=Soldier
Strength=125
Primary=berserkerprimary
Explodes=yes
Armor=none
TechLevel=5
CrushSound=InfantrySquish
Insignificant=no
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=150
Points=30
IsSelectableCombatant=yes
VoiceSelect=berserkerSelect
VoiceMove=berserkerMove
VoiceAttack=berserkerAttackCommand
VoiceFeedback=berserkerFear
VoiceSpecialAttack=berserkerAttackCommand
DieSound=berserkerDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Deployer=yes
;UndeployDelay=20
Size=1
ElitePrimary=berserkerprimaryE
;AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends
AttackCursorOnFriendlies=yes ; subset of AttackFriendlies. Accept a command to attack, but don't consider in threat scan
IFVMode=7
Trainable=no
you're done with rules.ini open up art.ini scroll down to the rocketeer [ROCK] ; Rocketeer
Cameo=JJETICON
AltCameo=JJETUICO
Sequence=RocketeerSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,120
Copy and replace the names [berserker] ; berserker
Cameo=bersICON
AltCameo=bersUICO
Sequence=berserkerSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,120
p.s. make sure you have put all your vxl's and other files in the right place using XCC Mixer if you dont know how, just pm me, any questions just pm me, just pm if I did anything wrong or forgot something UPDATE (04-10-2012):
**Adding vxl files**
- Open the XCC Mixer
- File > Found > Red Alert 2 > Ra2.mix
- Right mouse on local.mix > Extract (pick a location, it doesn't matter where)
- Go to the new file location (in the Mixer) or drag the mix file into the root of the XCC Mixer
- Double click on local.mix and add your vxl files there. (just drag the vxl files into the mixer)
(Check the screenshots for help)
  • hansworst12345 avatar
    hansworst12345 Joined 12y ago
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    6y
    > **Posted by Eric Wu** > Thanks!!!!!!!!!!!!!!! You're welcome. If something went wrong, or if you need some other info (like adding display icons for in the build menu) just make a reply. I'll update all the questions into the tutorial.
    madness avatar
    Mantra
    madness
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  • Eric Wu avatar
    Eric Wu Joined 7y ago
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    Thanks!!!!!!!!!!!!!!!
    Bananite
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  • hansworst12345 avatar
    hansworst12345 Joined 12y ago
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    6y
    > **Posted by Eric Wu** > I already have a voxel file and I don't know where can I put the voxel file. It's been a long time since I did this, but this is what you need to do: - Open the XCC Mixer - File > Found > Red Alert 2 > Ra2.mix - Right mouse on local.mix > Extract (pick a location, it doesn't matter where) - Go to the new file location (in the Mixer) or drag the mix file into the root of the XCC Mixer - Double click on local.mix and add your vxl files there.
    • Thanks x 1
    madness avatar
    Mantra
    madness
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  • Eric Wu avatar
    Eric Wu Joined 7y ago
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    6y
    I already have a voxel file and I don't know where can I put the voxel file.
    Bananite
    URL to post:

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