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related pastes to tag 'cannis'
- 1902287 - elingecex: cannis cannisrabidus
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- 1293589 - RA2/YR Building Artwork: Creatin: blade cannis cannisrabidus
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- <p align="center">
- <i>by CannisRabidus and Blade. Published: 3/8/03. Last update: 3/8/03.</i>
- </p><p>
- The game looks for theater-specific art ALL the time. If theater-specific art is NOT found, the game will FALL BACK to using
- "generic" art.
- </p><p>
- Building names should begin with either G (Allied), N (Soviet) or C (Civilian) for RA2, and for Yuri's Revenge, Y (Yuri).
- 1293587 - RA2/YR: How to NOT Break the YR : blade cannis cannisrabidus
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- <table width="95%" border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="bartopl" width="12" height="15"> </td><td class="bartop" width="*" height="15"> </td><td class="bartopr" width="12" height="15"> </td></tr><tr><td class="edgel" width="12"> </td><td class="txt_body1" valign="top" width="*" align="left">
- <p align="center">
- <i>by CannisRabidus and Blade. Published: 3/8/03. Last update: 2/12/05.</i>
- </p><p align="center">
- <span class="txt_body2">Introduction</span>
- </p><p>
- 1293586 - RA2/YR: Talk Bubbles: cannis seaman
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- <p align="center">
- <i>by SeaMan. Published: 1/13/03. Last update: 2/12/05.</i>
- </p><p>
- In Firestorm they had exclamation marks and asterisks, that could appear over some unit's heads, when something scripted happened. Typically
- the animation was played at the same time that speech audio was played; this was so the player would know what unit was supposed to be doing
- the talking. This logic exists in Red Alert2 and in Yuri's Revenge, but the talk bubble images do not.
- </p><p>
- 1293582 - RA2YR: Warheads: Rockeryes: cannis cannisrabidus
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- <p align="center">
- <i>by CannisRabidus. Published: 6/14/04. Last update: 6/14/04.</i>
- </p><p>
- If you have a heavy-duty unit dealing heavy-duty damage, it can be good to give the player some visual feedback that the weapon packs some
- punch by making the unit that's getting hit rock back from the impact. Making this happen is easy. Here's some info that will help you
- understand how the Rocker= property works, so you can get the effect you want.
- </p><p>
- 1293579 - RA2/YR: AI Triggers: Making an A: cannis cannisrabidus
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- <table width="95%" border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="bartopl" width="12" height="15"> </td><td class="bartop" width="*" height="15"> </td><td class="bartopr" width="12" height="15"> </td></tr><tr><td class="edgel" width="12"> </td><td class="txt_body1" valign="top" width="*" align="left">
- <p align="center">
- <i>by CannisRabidus. Published: 3/24/03. Last update: 3/24/03.</i>
- </p><p align="center">
- <span class="txt_body2">Introduction</span>
- </p><p>
- 1293577 - RA2/YR: Facing Direction for Uni: cannis sypher_5 cannisrabidus
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- <p align="center">
- <i>by Sypher_5 and CannisRabidus. Published: 3/29/03. Last update: 3/29/03.</i>
- </p><p>
- A very simple thing that often stymies many Red Alert2 & Yuri's Revenge mapmakers, is making pre-placed units face the
- desired way. Facing direction is done by double-clicking on the unit, and on the dialog that results, selecting the proper
- facing direction value. The Final Alert2 map editor then rotates the unit upon closing of the dialog.
- </p><p>
- 1293572 - RA2/YR Structures: What are they: cannis mooman65
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- <p align="center">
- </p><p>
- This tutorial describes the basic use of structures in the game, what the formatting of the files are that they use, and
- most importantly, how to add them into your own game so you can use them. The INI code which supports these new structures
- is not included here, and is beyond the scope of this article.
- </p><p>