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related pastes to tag 'cannisrabidus'

1902287 - elingecex: cannis cannisrabidus
  1. http://fjwerjrtpppioklioiooo.com fjwerjrtpppioklioiooo
  2. <a href="http://fjwerjrtpppioklioiooo.com ">fjwerjrtpppioklioiooo</a>
1293589 - RA2/YR Building Artwork: Creatin: blade cannis cannisrabidus
  1.         <p align="center">
  2. <span class="txt_body3">RA2/YR Building Artwork: Creating the Proper Filenames</span><br>
  3. <i>by CannisRabidus and Blade. Published: 3/8/03. Last update: 3/8/03.</i>
  4.         </p><p>
  5. The game looks for theater-specific art ALL the time. If theater-specific art is NOT found, the game will FALL BACK to using
  6. "generic" art.
  7.         </p><p>
  8. Building names should begin with either G (Allied), N (Soviet) or C (Civilian) for RA2, and for Yuri's Revenge, Y (Yuri).
  9.  
1293587 - RA2/YR: How to NOT Break the YR : blade cannis cannisrabidus
  1. <!--SECTION01--><a name="section01"></a>
  2.         <table width="95%" border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="bartopl" width="12" height="15">&nbsp;</td><td class="bartop" width="*" height="15">&nbsp;</td><td class="bartopr" width="12" height="15">&nbsp;</td></tr><tr><td class="edgel" width="12">&nbsp;</td><td class="txt_body1" valign="top" width="*" align="left">
  3.         <p align="center">
  4. <span class="txt_body3">RA2/YR: How to NOT Break the YR Campaigns in Your Mod</span><br>
  5. <i>by CannisRabidus and Blade. Published: 3/8/03. Last update: 2/12/05.</i>
  6.         </p><p align="center">
  7. <span class="txt_body2">Introduction</span>
  8.         </p><p>
  9.  
1293582 - RA2YR: Warheads: Rockeryes: cannis cannisrabidus
  1.         <p align="center">
  2. <span class="txt_body3">RA2YR: Warheads: Rocker=yes</span><br>
  3. <i>by CannisRabidus. Published: 6/14/04. Last update: 6/14/04.</i>
  4.         </p><p>
  5. 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
  6. 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
  7. understand how the Rocker= property works, so you can get the effect you want.
  8.         </p><p>
  9.  
1293579 - RA2/YR: AI Triggers: Making an A: cannis cannisrabidus
  1. <!--SECTION01--><a name="section01"></a>
  2.         <table width="95%" border="0" cellpadding="0" cellspacing="0"><tbody><tr><td class="bartopl" width="12" height="15">&nbsp;</td><td class="bartop" width="*" height="15">&nbsp;</td><td class="bartopr" width="12" height="15">&nbsp;</td></tr><tr><td class="edgel" width="12">&nbsp;</td><td class="txt_body1" valign="top" width="*" align="left">
  3.         <p align="center">
  4. <span class="txt_body3">RA2/YR: AI Triggers: Making an AI Trigger Viewer</span><br>
  5. <i>by CannisRabidus. Published: 3/24/03. Last update: 3/24/03.</i>
  6.         </p><p align="center">
  7. <span class="txt_body2">Introduction</span>
  8.         </p><p>
  9.  
1293577 - RA2/YR: Facing Direction for Uni: cannis sypher_5 cannisrabidus
  1.         <p align="center">
  2. <span class="txt_body3">RA2/YR: Facing Direction for Units: Quick Guide Compass</span><br>
  3. <i>by Sypher_5 and CannisRabidus. Published: 3/29/03. Last update: 3/29/03.</i>
  4.         </p><p>
  5. A very simple thing that often stymies many Red Alert2 &amp; Yuri's Revenge mapmakers, is making pre-placed units face the
  6. desired way. Facing direction is done by double-clicking on the unit, and on the dialog that results, selecting the proper
  7. facing direction value. The Final Alert2 map editor then rotates the unit upon closing of the dialog.
  8.         </p><p>
  9.  
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