hmm okay the new unit doesn't seem to render. First mistake was in rules, now the mistakes are in sequences. gonna try to figure this out. not easy for Starters
for some reason, renderunit: was missing from the rules file. Now the i added it, but the game fails to load the sprite
Red Alert Mod at Version release-20131223
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.IO.InvalidDataException`: ftnk is not a valid sprite file
bei OpenRA.FileFormats.SpriteSource.LoadSpriteSource(Stream s, String filename)
bei OpenRA.Graphics.SpriteLoader.CacheSpriteFrames(String filename)
bei OpenRA.FileFormats.Cache`2.get_Item(T key)
bei OpenRA.Graphics.Sequence..ctor(String unit, String name, MiniYaml info)
bei OpenRA.Graphics.SequenceProvider.<LoadSequencesForUnit>c__AnonStorey8D.<>m__1BD(KeyValuePair`2 x)
bei System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
bei System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector)
bei OpenRA.Graphics.SequenceProvider.LoadSequencesForUnit(String unit, MiniYaml sequences)
bei OpenRA.Graphics.SequenceProvider.Initialize(String[] sequenceFiles, List`1 sequenceNodes)
bei OpenRA.ModData.PrepareMap(String uid)
bei OpenRA.Game.StartGame(String mapUID, Boolean isShellmap)
bei OpenRA.Game.LoadShellMap()
bei OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
bei OpenRA.Mods.RA.DefaultLoadScreen.StartGame()
bei OpenRA.Game.InitializeWithMod(String mod)
bei OpenRA.Game.Initialize(Arguments args)
bei OpenRA.Program.Run(String[] args)
bei OpenRA.Program.Main(String[] args)
i added the .shp file that came with the .mix Archive in pretty much any thinkable Folder and placed ftnkicon.shp files as well... according to the tutorial, These two files should be in the bits Folder and referenced in rules and requences, right?