Red Alert 2: Yuri's Revenge
1.002 Community Patch
Developer's Pack

Version 1 [2005-02-19]

 

Start / Welcome

Updating to 1.001

Updating to 1.002

Terrain Expansion

Extra Fixes

Enabling Assault Mode

Utilizing the Rock Patch

Credits


Distributing Your Mod







Changes since last version.

This page will tell you how to enable the Assault game mode in your mod.


1. The Assault Map Packs

To start with, you should have already secured the Yuri's Revenge Assault Map Packs, and have placed the files (<ecacheassault*.mix>) in your Red Alert 2 folder. Each <.mix> file contains 25 modified YR maps in <.map> format.
You can get the map packs from http://www.cannis.net/assaultmaps/
At the time of writing, there were 2 Assault Map Packs available with a third in development.
The Assault Map Packs SHOULD NOT be redistributed with your mod. Users of your mod should be directed to where they can download the map packs themselves.


2. The Map List / PKT

Please familiarize yourself with the "yrcp.pkt" page in the "Updating to 1.002" section before continuing.
It is vitally important to follow the guidelines on that page.

The PKT files included with this Developer's Pack support only the Assault Map Packs that are currently available (see above). You will need to update your PKT files when new map packs are released, if you want your mod to support the new map packs.

The <assault.pkt> file refers to two types of Assault maps: "assault" and "teamassault".
In <mpmodesmd.ini>, these two map types correspond to "standard" and "teamgame" respectively.

The <yrcp.pkt> file refers to just one type of map: "assault".
If your mod includes the map freedom feature then the Assault maps will enjoy a similar freedom.

If you are using XCC Mod Launcher to enable your mod, then your PKT file should be added to the Mod Launcher's VIDEO section.


3. The String Table / CSF

Please familiarize yourself with the "ra2md.csf" page in the "Updating to 1.002" section before continuing.

Below are all the strings you need to add to your string table.
Please copy all of the "desc:" strings EXACTLY as they appear so that poor slaving mapmakers can get proper credit for their work.

The <ra2md.txt> file in your Developer's Pack folder already includes all of the Assault mode strings.

desc:cannis01=Switchback Ravine (2) by Cannis
desc:cannis02=Switchback Ridge (2) by Cannis
desc:cannis03=OverExtended (2) by Cannis
desc:cannis04=Frigid Triangle (2-3) by Cannis
desc:cannis05=Frigid Triangle NightOps (2-3) by Cannis
desc:cannis06=Frigid Triangle Blackout (2-3) by Cannis
desc:cannis07=Field & Stream (2-6) by Cannis
desc:cannis08=Amazon Assault (2-6) by Cannis
desc:cannis09=Sunstroke (2-4) by Cannis
desc:cannis10=Moonlit Bay (2-4) by Cannis
desc:cannis11=Gem Pit II (2-4) by Cannis
desc:cannis12=FreezeOut (2-6) by Cannis
desc:cannis13=OutGrowth (2-8) by Cannis
desc:cannis14=Inversion (2-4) by Cannis
desc:cannis15=Stacked Odds (2-7) by Cannis
desc:cannis16=CrissCross (2-4) by Cannis
desc:capmel01=Rest & Relaxation (2-4) by CaptnMel
desc:capmel02=General Quarters (2-6) by CaptnMel
desc:capmel03=Total Destruction (2-4) by CaptnMel
desc:crblws01=Dueling Islands (2)
desc:crdzws01=A River Runs Near It (2-6)
desc:dzws0001=Pit Or Plateau (2-4)
desc:ejah01=Tunnel Vision (2-4) by EJAH
desc:mir4dr01=Quarterpounder (2-4) by Mir4dor
desc:mir4dr02=War Paint (2-4) by Mir4dor
desc:mir4dr03=4 PACK (2-4) by Mir4dor
desc:mir4dr04=Panacea (2-8) by Mir4dor
desc:mir4dr05=Scars (2-4) by Mir4dor
desc:mir4dr06=Snowdog (2-6) by Mir4dor
desc:mir4dr07=Subdivisions (2-8) by Mir4dor
desc:mir4dr08=Bacchus Plateau (2-8) by Mir4dor
desc:mir4dr09=U-Turn (2-4) by Mir4dor
desc:mir4dr10=Six Holes (2-6) by Mir4dor
desc:mir4dr11=Passing the 5th Side (2-5) by Mir4dor
desc:mir4dr12=Jericho (2-4) by Mir4dor
desc:mp15dz=Double Trouble (2)
desc:mp21dz=Narrow River (2-6)
gui:assault=Assault
gui:teamassault=Team Assault
name:amflag=Assault Flag
stt:modeassault=In 'Assault' you must destroy your enemies' Flags and defend your own!


4. Changes to <rulsemd.ini>

You need to add the Assault flag structure to the game. This is normally done in <rulsemd.ini>. However, if your mod supports the original single player campaigns then you will need to add the following code to each of your mode files that uses the Assault maps (traditionally the only files that need updating are <mpbattlemd.ini> and <mpteammd.ini>).

[BuildingTypes]
407=CAFLAG

[CAFLAG]
UIName=Name:AMFLAG
Name=Assault Flag
TechLevel=-1
Strength=2000
Insignificant=no
Points=100
Cost=20000
Crewed=no
Armor=concrete
MaxDebris=0
Adjacent=2
Sight=9
Capturable=no
Spyable=no
ToProtect=yes
ProtectWithWall=yes
ThreatPosed=1
SpecialThreatValue=1
LegalTarget=yes
ImmuneToPsionics=yes
CanC4=no
Nominal=yes
BaseNormal=yes
Warpable=no
Unsellable=true
HasStupidGuardMode=false


Above is the code used in the YR 1.002 Community Patch. The exact properties of the Assault flag building are up to you however your Assault flag MUST have the following properties or the game will suffer an internal error:
Warpable=no
ImmuneToPsionics=yes
The Assault flag must be called "[CAFLAG]"


5. Changes to <artmd.ini>

It is strongly recommended that you make your own artwork for the Assault flag. However, a standard flag image has already been included in the YR 1.002 Community Patch. The code used by the existing flag is listed below.

[CAFLAG]
Normalized=yes
Remapable=no
Foundation=1x1
Height=8
NewTheater=yes
ActiveAnim=CAFLAG_A
ActiveAnimZAdjust=-100
DemandLoad=true
OccupyHeight=2

[CAFLAG_A]
Image=CAFLAG_A
Layer=ground
NewTheater=yes
LoopEnd=15
LoopCount=-1
Rate=250
DemandLoad=true
Shadow=yes


If you add your own artwork then you may need to modify the above <artmd.ini> code.
The Assault flag MUST have Foundation=1x1
The Assault flag MUST NOT have any buildup animation.


6. Changes to <soundmd.ini>

Five seconds after map load, the flags ownership is changed from Neutral to the appropriate player. At that point, a map trigger attempts to play a sound named [AssaultFlagAnnounce]. So if you want to hear a sound at this point, set the code up for a sound using this name. If a sound by this name does not exist, then no sound will be played.


7. Changes to <mpmodesmd.ini>

New game modes must be added so as to show maps with the new "assault" and "teamassault" map filters. These are sample strings to give you an idea:

13=GUI:Assault, STT:ModeAssault, MPBattleMD.ini, assault, false
15=GUI:TeamAssault, STT:ModeAssault, MPTeamMD.ini, teamassault, false


Remember, the "assault" map filter corresponds to "standard" and the "teamassault" map filter corresponds to "teamgame". If you have enabled the map freedom feature, then you should use "assault" anywhere where you would normally have used "teamassault".

Of course you can do whatever you want with all this. Using the already-existing override files (<mpbattlemd.ini> and <mpteammd.ini>) will get you started, but you will probably want to replace these with new override files before releasing your mod. The only thing set in stone here is that 'random maps' must be disabled for obvious reasons.

Use of several alternate mp mode override files (which define the building properties of the Assault flag differently), and more gamemode map filters, can create many different game modes using these same maps. Your are limited only by your creativity.


8. Supporting future Assault Map Pack releases.

Supporting future map pack releases will require you to update and re-release your mod with an updated PKT file when a new map pack becomes available. You can find updated documentation and source files at http://www.cannis.net/assaultmaps/ when they become available.


9. Redistribution of the Assault Map Packs.

NO redistribution of the Assault Map Packs is allowed UNDER ANY CIRCUMSTANCES. Please direct users of your mod to http://www.cannis.net/assaultmaps/ so they can be assured of getting the most up-to-date versions available, and so they can find other mods which also support the map packs.


10. A word about the YR Terrain Expansion.

Assault Map Pack #2 includes 2 maps which feature working tunnels. To ensure the tunnels function properly for both the player's units and for AI path-finding, several tunnel terrain tilesets are included within the map pack itself. As a modder, you need do nothing at all to make these tunnels function; it will all take place automatically simply because the map pack is present. These tunnel tilesets are the property of the Terrain Expansion team and are not to be used for any other project without their express permission. To find out more about the Terrain Expansion, visit The Project website (http://project.cannis.net/), which is the home of the Terrain Expansion.


11. Getting your mod listed on the Assault Maps website.

If you have publicly released a mod that supports the Assault Map Packs, then e-mail me, CannisRabidus, at cannis@earthlink.net with the following information:

Name of your mod.
Where it is available (url)
Which Assault Map Packs are supported

I will then endeavor to add your mod's name, and the appropriate links to it, on the Assault Map Packs' page at C-GEN so that users of the map packs can be directed to your mod and/or mod's website. C-GEN may, at its discretion, elect not to post any web link if the site directed to contains questionable content, or content which denigrates C-GEN, its associated websites, staff, or any other members of the community. Decisions of whether or not to post any links whatsoever remain the prerogative of C-GEN.