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Nyerguds

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Everything posted by Nyerguds

  1. would be neat if that could be changed to just an option though... "StealthTriggersCells=True"
  2. Well, looking at what the Overrun option actually changes in the program flow may give some insight in what they were trying to do with it.
  3. Great work That last bit is just the Terrain type initialization, by the way... it's the same data found in my terrain.ini
  4. Blossom tree is a Terrain (tree/rock object) type, not a Structure. Besides my rules dump of their stats, hardly anything is known about those, really. As for the tiberium spawning logic, in my patch, trace the "TiberiumOverrun" ini option. It is a beta option that was supposed to make tiberium grow faster, but which seems to be broken and has the effect that it completely disables spawning of tiberium on new cells (it even disables the initial spawn of tiberium as described in map ini files at the start of missions). So it's pretty much guaranteed to link to that code. It's a bit flag in a whole byte of options, though, making the spot where that specific bit is used slightly harder to pinpoint. The option can be enabled in rules.ini, which is located in updatec.mix
  5. The problem is, the game has an internal list of possible X*Y shapes, and uses that for the selection bracket of buildings. I'm not sure how Arda handles that, but the game should somehow be told to use a 2x1 size for it, probably the same as the SAM site (though knowing C&C1, the SAM could be a special case, with refreshed cells above it for the firing smoke animations)
  6. Hmm. Then that's the actual AI for the bombing run, not the spawning-in-the air logic. All the same, neat stuff
  7. Another topic of "harass the hacker"? Stop it. I'm not even TAKING suggestions at the moment, and I won't be in the near future either. I want to get this thing ported to hifi's handy development platform, and finally implement ini modding. Beyond that, fuck off, I won't spend any time on any stuff unless it's not balance altering in any way and is easy to implement with the information I already have. Also, with the 30+ degree celsius temperatures I'm having here at the moment, it's a chore to even boot up my PC, since it makes my room too hot to sleep in. I don't mind some healthy discussion on subjects like these, but this is annoying me. LOCKED.
  8. Looking back at this, I wonder if you can "fake" a "Civ Evac" thrigger just by making a helicopter reinforce and then execute a Rescue command
  9. Ah, here's an example here on the site: http://cnc-comm.com/community/index.php?topic=2112.msg11928#msg11928
  10. note, I haven't played this, but If the airstrike is given through a celltrigger, stealth tanks can't trigger it for some dumb reason.
  11. He meant an actual build limit to the amount of units a side can OWN. That's just how many you can queue in the sidebar.
  12. I've done it... but I'd have to look it up again. I'm sure I posted an example of it on the forum somewhere...
  13. No, I don't think so. There are bugs with controlling huge amounts of units at the same time, but I doubt there's an actual limit to the amount of units. Someone found a limitation to the amount of buildings that could be preplaced on a map once, but I'm not sure if that was related to any actual cap, or just due to the mission reading system. Any MaxUnits/MaxBuildings keys in the C&C1 mission files are just leftovers from Dune II. And in Dune II, the cap was purely because of memory limitations on the computers these days.
  14. I mean as editing tool. Doesn't mean the resulting graphics are necessarily bad. Besides, you used my purple palettes, which fix a ton of these problems anyway.
  15. You can't change the colours, if that's what you mean. If you make them red, both GDI and Nod will use them, as being red. The game uses the same icons for both sides. As for the font, yeah, I got that. Purple background version Transparent background version Basically, just copy & paste the letters from that.
  16. Hah, wow, the C&C main menu gimmick thing. I used to use that for my C&C2SW website, too. Happy birthday, C&C Comm Center
  17. woah woah wait. You're ONLY talking about the skirmish AI, then? What exactly does that "4" value mean in that case? From the description it seems like a boolean...
  18. Umm... how is that messed up? It's to prevent preplaced units in missions set on Area Guard on strategic positions from being called away to attack. Not sure how you conclude that... newly produced units can perfectly be made into a teamtype that sets them to Area Guard.
  19. I haven't looked into that. Problem is, the A10 has internal ID '0', which makes it irritating to look for code spawning it. Heck, I don't even know the aircraft spawning function. Though I may be able to get there from the MP unit spawning... yay for classes with the same superclass! Not sure if I'll have time to look into that any time soon, though. Mind you, it's possible the normal spawn function is useless for this, since A10s spawn in the air. But I believe I got the air reinforce function mapped too somewhere.
  20. The mission programming doesn't work well in the multiplayer game mode. Any preplaced units go to Hunt mode, and so do any units produced by the AI. On top of that, the waypoints used for guiding AI teams and reinforcements to specific locations along specific paths are used as possible multiplayer starting points, meaning you'll end up randomly dumped on one of those before getting mercilessly slaughtered by every unit preplaced on the map. And since you play Multi1-Multi6 in the multiplayer mode, both sides in the mission will gang up on you. So in other words, booting up mission files in multiplayer mode is a retarded idea. Just be less lazy, dammit.
  21. Didn't the hacker guys fix that bug?
  22. Yep. C&C has a unit option to prevent that by treating it as a "big unit", but I think that without Arda, that option is hardcoded in RA1.
  23. Wouldn't trust Olaf's stats... he never actually did research into the exe, and he royally messed up the cell passability filter in the XCC Editor.
  24. My point is mainly just that these things are not "unknown". Especially not the first unknown, which is the fraction of the range.
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