
Iran
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Everything posted by Iran
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Yeah, you need to extract the MIX file inside of the MIX file and then edit the extracted MIX file, then put it back in the MIX file. It took me a bit of time to figure that out myself the first time I tried to.
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Yes I added support for adding new UnitTypes (vehicles) to the game, they internally are setup like the Medium Tank but you can use RULES.INI keys to configure the newly added vehicle. I'll have to add more useful RULES.INI keys for vehicles in the future. Example of adding a new vehicle called 'DERP': [unitTypes] 0=DERP .. ; 2TNK medium tank clone [DERP] Prerequisite=weap Primary=90mm Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=8 Owner=allies Image=2TNK ; use 2TNK.shp and 2TNKICON.shp instead of DERP.shp and DERPICON.shp Cost=800 Points=40 ROT=5 Tracked=yes Crewed=yes new EXE: https://dl.dropboxusercontent.com/u/21865790/ra95.exe
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I've added the option to add sound effects, warheads, weapons and projectiles to the game. At startup RULES.INI will be read and it checks for a bunch of lists. Only at startup. You should add them to RULES.INI like this. Remember if you use the spawner system or CnCnet v5 SPAWN.XDP will be loaded instead of RULES.INI. [soundEffects] 0=DERP 1=SHIT .. [bulletTypes] (Projectiles) 0=LaserGuided2 1=Lobbed2 [Weapons] 0=TeslaZap4 1=dummy 2=TeslaZap2 3=TeslaZap3 [Warheads] 0=AP2 1=AP3 Warheads, projectiles (BulletTypes) and weapons work like in Arda. You need to define the actual types you list. For sound effects you just need to add a new sound effect name to [soundEffects] and the game will load them, if the file exists. Adding extra sound effects hasn't been tested, so please do that for me. You need this exe: https://dl.dropboxusercontent.com/u/21865790/ra95.exe
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The Iron Curtain works on every TechnoType. The Iron Curtain super weapon handling code just has an infantry (and Demo Truck) check.
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I've added support for generating a "snap shot" of the map you're currently playing in-game. This hotkey will generate a map file (MapSnap.MPR) with all the things loaded on the map or loaded from the map (triggers, units, terrain etc). https://dl.dropboxusercontent.com/u/21865790/ra95.exe To enable the hotkey open REDALERT.INI and under [WinHotkeys] add: KeyMapSnapshot= Where you need to add the correct key code, I suggest opening the config tool's hotkey editor and using the keyboard value from another key. To set the hotkey to the 'M' keyboard key use KeyMapSnapshot=77 . Current issues with the code: -All the boolean INI keys read from [basic] (e.g. EndOfGame=, FillSilos= etc) aren't saved yet. -The Official= key can't be saved (it affects whether a mission is displayed in the expansions missions dialog and it also affects multiplayer spawning behavior) -All RULES.INI kind of modifications aren't saved. (No point in supporting this and too tedious). -All map keys added by the 3.03p patch aren't saved.
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Well you can give adding support for those extra triggers to RAED a go then. Those missions use a TeamType with MISSION_INVULNERABLE. That's obviously pretty limited and I don't think they work on buildings and infantry either.
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Shame, need someone who knows how to patch DOS games to dump savegames into map files.
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With these additions you can now have things like teleport zones, Iron Curtain zones etc.. http://youtu.be/e-pHWV3JwMc http://youtu.be/L3HrJ9XpNj0
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I've added more new triggers: New_Chrono_Shift_Attached_Objects: ID = 65, parameter 1 = waypoint to chronoshift attached objects to Chrono_Shift_Trigger_Object: ID = 66, parameter 1 = waypoint to chronoshift trigger object to (chronoshifts the object that triggered this trigger event, e.g. "Entered By..") Iron_Curtain_Trigger_Object: ID = 67, parameter 1 = frames duration for Iron Curtain effect (Iron Curtains the object that triggered this trigger event, e.g. "Entered by..") https://dl.dropboxusercontent.com/u/21865790/ra95.exe
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I've added three new triggers: Create_Building_At_Waypoint: ID = 62, parameter 1 = StructType to build, Parameter 2 = waypoint to create, Parameter 3 = HouseType that will be the owner Set_Mission_Attached_Objects: ID 63, parameter 1 = MissionType to set (Setting buildings to mission "Selling" will sell them, mission "Repair" DOES NOT repair buildings) Repair_Attached_Buildings: ID 64, no parameters https://dl.dropboxusercontent.com/u/21865790/ra95.exe
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Why do those savegame format maps only work with DOS?
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No I already know that spot. I'm talking about certain units being unbuildable in singleplayer but buildable in multiplayer.
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I think I found the spot where it makes certain units unbuildable..
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Happy birthday! It's also been almost 17 years since the earth stopped warming.
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Ok Echo requested I add two map keywords, which I did. [basic] UseAtomWhiteScreenEffectInMP=Yes UseSinglePlayerAtomDamage=Yes
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New trigger actions: Create_Chronal_Vortex: ID = 58, parameter 1 = waypoint to create chrono vortex at Nuke_Strike_On_Waypoint: ID = 59, parameter 1 = waypoint to drop nuke on Capture_Attached_Objects: ID = 60, parameter 1 = HouseType that will capture the attached objects ( you need to attach the trigger to the objects to capture) Iron_Curtain_Attached_Objects: ID = 61, parameter 1 = Amount of frames the Iron Curtain effect will be active for or -1 to use the duration defined in RULES.INI, can be used to remove the Iron Curtain effect to by using 0 as parameter ( you need to attach the trigger to the objects to Iron Curtain) Here's the newest EXE: https://dl.dropboxusercontent.com/u/21865790/ra95.exe
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K got the custom frames duration code working. 675 Frames is the value for the default RULES.INI duration..
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I added two trigger actions. One to capture all objects attached to the trigger and one to iron curtain all objects attached to the trigger. You can set a custom Iron Curtain duration if needed. If a duration of 0 is set (or something else really low) the Iron Curtain effect already applied before will disappear on an object. This can be used to first Iron Curtain an object for an (almost?) infinite amount of time and then later removing the Iron Curtain effect. I'm still trying to figure out to calculate frames for the custom Iron Curtain amount.. New triggers actions I'm thinking of adding: 1. Sell buildings attached to trigger. 2. Repair buildings attached to trigger..
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RAED gives an error because the @PINF script uses waypoint 100, and it only parses waypoints 0..99 (which are the only valid ones). I had to use a text editor to set the waypoint to 100.
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Added a "Nuke Strike on waypoint" trigger action. Video related: lossless nuke funny bug
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Almost nothing is left of the ingame editor and editing RAED is too hard, RAED is written in a Pascal-based language too from the looks of it.
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Todo triggers: -Launch nuke at waypoint -Change ownership of attached object -Iron Curtain the attached object for a certain duration -Some heal trigger?
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added a "spawn chrono vortex at waypoint" trigger action
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It probably works with every Red Alert version. The game checks for a @PINF teamtype, if it can't find it it creates a team with 5 E1 and a Badge Bomber set to target waypoint 100. The game sets the cell for waypoint 100 to the target cell of when you use the paratrooper superweapon.