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Iran

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Everything posted by Iran

  1. Added a new ChronoReinforceTanks=(Yes/No) keyword to the [basic] section of the map. When set to true you can chrono reinforce tanks like the Chrono Tank with the 'spy at' setup set up. New EXE for testing: https://dl.dropboxusercontent.com/u/21865790/ra95-spawn.exe
  2. K got it working for Tesla Tanks and I assume all other tanks. I'll have to add a map keyword change the spy at behavior for tanks.
  3. Yeah, the Mission_Spy() code has a call to Mission_Attack() which has special Chrono Tank teleport code, I could change it so it applies to all vehicles instead of just Chrono Tanks. Can you give me a test mission/map? I've added the following triggers: Give_Credits_Action: ID = 40, parameter 1 = HouseType of the house to give credits, parameter 2 = amount of credits to give (negative amounts work) Add_Vehicle_To_Sidebar_Action: ID = 41, parameter = Vehicle internal ID number to add to sidebar (Trigger owner is used for which house to add to sidebar for) Set_View_Port_Location: ID = 50, parameter 1 = Waypoint to center viewport around (Trigger owner is used for which house to set view port location for) Set_Player_Control: ID = 51, parameter 1 = HouseType to set PlayerControl, parameter 2 = turn player control on/off (1/0) (Trigger owner is used for which house to give player control) Set_House_Primary_Color_Scheme: ID = 52, parameter 1 = HouseType to set primary color for, parameter 2 = PlayerColorType to set to Set_House_Primary_Color_Scheme: ID = 53, parameter 1 = HouseType to set secondary color for, parameter 2 = PlayerColorType to set to Set_House_Build_Level: ID = 54, parameter 1 = HouseType to set tech level for, parameter 2 = desired tech level Set_House_lQ: ID = 55, parameter 1 = HouseType to set IQ, parameter 2 = desired IQ level House_Make_Ally: ID = 56, parameter 1 = HouseType to force make ally another house, parameter 2 = HouseType of the house that will be allied House_Make_Enemy: ID = 57, parameter 1 = HouseType to force make enemy another house, parameter 2 = HouseType of the house that will be enemied EXE here: https://dl.dropboxusercontent.com/u/21865790/ra95.exe NOTE THESE TRIGGERS ARE SUBJECT TO CHANGE
  4. Iran

    Surprise!

    Works with 3.03 too.
  5. Added a new trigger to center the view port for a house around a waypoint..lots of code.
  6. Okay added a trigger to add buildable stuff to the sidebar. The following requirements and behavior: 1. Superweapons can't be added from the looks of it. (use the other triggers for that) 2. The unit needs to be ownable by the player (i.e. "Owner=soviet,allies" under the unit type in the data files) 3. At least one production facility that produces the type of the object needs to exist. 4. Once the last production facility of that type is destroyed and you rebuild one, the unit won't be automagically re-added.
  7. I haven't added a keyword to change the facings yet, but I know how to do this. Image= already works. I just added a 'give credits' trigger action, with support for giving negative amounts of credits. Yes a simple and boring trigger but I got everything figured out now. Every trigger action can have up to 3 parameters. Not related to triggers but I also found something hidden for map makers: http://cnc-comm.com/community/index.php?topic=2599.msg16276#new
  8. I was already thinking about changing tech level for a player, primary and secondary color scheme and adding a trigger to add a new building/unit that they can build to the sidebar.
  9. Iran

    Surprise!

    Play this map in multiplayer with one player. Also works in single player. ;-) Check what happens when you change the team type to be 3 Hinds. ;-) irantrig.zip
  10. I might add new triggers if I feel like and I can figure out the whole system from loading a trigger from a map file to executing one. Some suggestions I got for trigger ACTIONS: - Give credits. - Force alliance.
  11. They're accessed by HouseClass::Remap_Table(), also in C&C95.
  12. I'll start with the Defcon 3 unofficial "expansion pack". Defcon 3 is an unofficial multiplayer maps "expansion pack" for C&C1 and Red Alert 1. It contains over 300 maps in total for both games. It is a CD compiled by a company called Head Games. It consists of fan maps collected over the Internet and it appears this "expansion pack" was released in 1996. https://raw.github.com/Iran/RA-MP-Maps-Compilation/master/Maps/Defcon%203/defcon3_cd_front.jpg Archive URL: https://github.com/Iran/RA-MP-Maps-Compilation/tree/master/Maps/Defcon%203 Map previews can be found at: http://www.flickr.com/photos/107027902@N04/sets/72157637090598873/ See attachment for download. Defcon_3__Map_Pack.zip
  13. I've started archiving Red Alert multiplayer maps. I'm using Github.com for the text files and Flickr.com for map previews. The idea is that as many possible Red Alert multiplayer maps are archived with a bit of info and a full map preview, and a ZIP file with info+the actual map files. I'm looking for people who can send me Red Alert maps and maps packs to add to my archive/collection. Project homepage: https://github.com/Iran/RA-MP-Maps-Compilation/ Finished map packs: Defcon 3 (map previews)
  14. In RA95 HouseClass::Remap_Table() and similar Remap_Table() functions just access an array of byte values.
  15. For the campaign logic yes. There's a special check for the ant missions too, which is done by checking the filename of the mission.
  16. Can this be used to create a tech building which gives the parabomb superweapon? (Or any reinforcements, or another superweapon?)
  17. I'd like to include single player missions and maps with PortableRA (as an addon) and to have them archived online. I started doing it at the start of this year but it wasn't really feasible and I had to work on this patch (which takes a lot of time). Anyone interested in this? Map previews can be automatically created by my map preview tool and hosted on Flickr. Single player missions and campaigns can be converted to use the custom missions dialog and mini-campaigns system added by the ra303p patch. If needed an extra tab can be added to the config tool to add support for managing the map packs and mission packs. I need someone who enjoys doing this, kinda like Solo collects and fixes up missions for C&C95.
  18. For RA95 it just sets the HouseClass color value to an index, and that index is used to grab the remap table from. Shouldn't be that hard to add. The issue for RA95 is multiplayer spawning logic.
  19. The buttons look pretty awful. don't display the player count for old and new lobby either.
  20. I vaguely remember something about this "DiViNiTY" dude and I think there was something between him and Nyerguds. Hopefully Nyerguds replies..
  21. Iran

    x

    Some very interesting changes and some common sense ones too (making Medics and Spies more useful). Maybe you could look into not only making ore grow faster but also make it last longer (i.e. takes longer before a cell of ore is depleted?), there's a bunch of RULES.INI keywords which might allow for this. A note on the name, "3.04" is already used by some other projects like CCHyper's patching project.
  22. Yes, internally it's a global variable called "ScenarioName". But it stores it in the compressed/encrypted part of the savegame file and not the header.
  23. Solo has made a huge compilation of missions (which he also fixed up), you can get them here: http://cnc-comm.com/community/index.php?topic=1786.0 Probably doesn't contain the mission you're looking for though.
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