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Iran

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Everything posted by Iran

  1. XWIS is being attacked and is down until the attacks subdue.
  2. About the Expert AI thing, the game has a function Called HouseClass::Expert_AI() which calls the following functions: const HouseClass::Check_Build_Power(void) ; check if power plants need to be built const HouseClass::Check_Build_Defense(void) ; doesn't do anything const HouseClass::Check_Build_Income(void) ; doesn't do anything const HouseClass::Check_Fire_Sale(void) ; check if the AI should sell all their buildings const HouseClass::Check_Build_Engineer(void) ; doesn't do anything const HouseClass::Check_Build_Offense(void) ; doesn't do anything const HouseClass::Check_Raise_Money(void) ; checks if buildings need to be sold to raise money const HouseClass::Check_Raise_Power(void) ; check if power needs to be raised const HouseClass::Check_Lower_Power(void) ; check for low power const HouseClass::Check_Attack(void) ; checks if it's time to attack, if less than 900 game frames have elapsed does nothing HouseClass::AI_Attack(UrgencyType) ; does an attack wave HouseClass::AI_Lower_Power(UrgencyType) ; sells a Power Plant or Advanced Power Plant const HouseClass::AI_Raise_Power(UrgencyType) ; Raises power by selling structures const HouseClass::AI_Raise_Money(UrgencyType) ; Raises money by selling structures const HouseClass::AI_Build_Offense(UrgencyType); does nothing const HouseClass::AI_Build_Engineer(UrgencyType) ; does nothing HouseClass::AI_Fire_Sale(UrgencyType) ; sells all buildings and sets all units into hunt mode const HouseClass::AI_Build_Income(UrgencyType) ; does nothing const HouseClass::AI_Build_Defense(UrgencyType) ; does nothing const HouseClass::AI_Build_Power(UrgencyType) ; does nothing There's separate functions for buying tanks, infantry, buildings, aircrafts and naval.
  3. http://ra.afraid.org/ww_archive/games/redalert/news.html ^ http://ra.afraid.org/ww_archive/games/redalert/research.html ^ http://ra.afraid.org/ww_archive/games/redalert/hq.html ^ http://ra.afraid.org/ww_archive/games/redalert/articles/gameslice/red.html ^ http://ra.afraid.org/ww_archive/games/redalert/articles/gameslice/iteam1.jpg http://ra.afraid.org/ww_archive/games/redalert/articles/gameslice/iteam3.jpg http://ra.afraid.org/ww_archive/games/redalert/articles/gameslice/iteam2.jpg http://ra.afraid.org/ww_archive/games/redalert/articles/gameslice/iteam4.jpg Interior map screenshot with a Kennel on the map: http://ra.afraid.org/ww_archive/games/redalert/articles/pcgamer/scrsht00.gif http://ra.afraid.org/ww_archive/games/redalert/articles/stratplus/page3.html ^ http://ra.afraid.org/ww_archive/games/redalert/articles/stratplus/page3.html ^ http://ra.afraid.org/ww_archive/games/redalert/articles/stratplus/page4.html ^
  4. Since late May there have been new news posts: http://ra.afraid.org/
  5. Try it with FunkyF3sh's online lobby, that seems to work for me.
  6. The launcher and config tool are made by me too, I copied the layout/design from Nyerguds' tool. FunkyFr3sh did have his own modified version though.
  7. DOSBox is an open-source program for modern operating systems.
  8. Oh my apologies, it appears Funky's files for his online lobby program also include the expansions files and was interfering. Causing the original cameos inside the mix file he uses (spawn1.mix) to be loaded. I've modified the loading order for the mix files so this doesn't happen anymore.
  9. I noticed Tesla Tank, Shock trooper, Missile Sub and mechanic don't have a cameo.
  10. Solo I recommend you use Git as version control system. You can get a free account at github.com and manage everything nicely. Here's a nice book on git: http://git-scm.com/book
  11. I've integrated this DOS interface mod with the cameo icons into my patch, just need to add some buttons for it in the config tool. Thanks again Allen262 you're doing God's work.
  12. I just added a bunch of map fixes. I tested all of them except for Harbor Reclamation. Here's from the features list: I should have all the map fixes that were made integrated now. 127. Multiple fixes have been applied to the Aftermath mission Let's Make a Steal. You can no longer infiltrate the Power Plant in the mission. Your infantry will no longer shoot the stolen Phase Transport. There are Demo Truck reinforcements which clear the way to the exit but they would work only very rarely before, this has been fixed. Not all Allies units would attack the stolen Phase Transport, this has been fixed too. (Fixes by Allen262, some bugs reported by r34ch) 128. In the Aftermath mission Time Flies you would hear a Tanya death scream at the start of the mission while later on you need to use Tanya to clear some buildings. The Tanya death scream has been removed. There was also an issue where the Soviets would spam Ore Trucks quite comically, this has been fixed too. (Fixes by Allen262, bugs reported by r34ch) 129. In the Aftermath mission Harbor Reclamation if you let the civilian spying on your base escape the minor Soviet bases would build APCs. This has been fixed. (Fix by Allen262, bug reported by r34ch) 130. In the Aftermath mission Monster Tank Madness the reinforcements you'd get when escorting Dr. Demitri before sending a spy into the Radar Dome were buggy and would not properly reinforce onto the map. The now reinforce properly from off the map above and a bit to the right of the War Factory. As part of this fix the civilians that flee into your base will now move to another part of the base, close to the beach you transport your units onto before reaching your outpost at the start of the mission. (Fix made by Allen262, bug reported by r34ch)
  13. Alright I've added his fix. Thanks again for taking the time to look into it.
  14. Thanks, I looked at it and it could have more defined shadows. Especially when the unit is in a diagonal position. https://dl.dropboxusercontent.com/u/21865790/red_alert-2013-05-19-21_46_41.png https://dl.dropboxusercontent.com/u/21865790/red_alert-2013-05-19-21_46_14.png https://dl.dropboxusercontent.com/u/21865790/red_alert-2013-05-19-21_45_58.png A guy on the OpenRA forums posted his own version of a MGG with shadow, maybe you can take inspiration from that?: http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16288
  15. Does anyone feel like adding one for me?
  16. If you're NOT running 1.06c won't the game also crash well trying to load side specific sidebar resources? That's the case with RA95 with Civilian and Special.
  17. Hmm, could you change that so the civs to go another spot closer to back of the back? IIRC the V2 is at the Ore Field which looks kinda odd if the civilians go there.
  18. Don't have C&C95 documented at all so I don't even know where that code is in the C&C95 exe.
  19. Alright I'll test that. I don't have any idea what to look for with the BaseClass issue I'm afraid.
  20. Here I'll attempt to document the complete workings of the RA95 3.03 WOL GAMERES/statistics packet works. I'll use info from CCHyper's database and info from the PVPGN wiki. Doing this cause FunkyFr3sh needs this info and the PVPGN wiki is missing info. I'll work on this thread tomorrow First 4 bytes are the packet size as 32-bit integer. Designed for 1vs1 player games but also saves house specific data for up to 8 players, aligned on 4 bytes, first 4 bytes are packet size. Data in network format. The game internally calls every tag and its data a "field", a field looks like this: -4 bytes for the ASCII ID -2 bytes (one WORD) for field type -2 bytes (one WORD) for length -data based on length specified -OPTIONAL junk to keep 32-bit alignment An example is: F R M T 00 06 00 04 [00 00 00 02] ASCII ID = "F R M T", field type is 00 06 (0x6), length is 00 04 (0x4) and the data based on that length is a 4 byte 00 00 00 02 which is network format for 0x2) Game settings etc: SDFX -> Sudden Disconnect From X, WOL specific, can be either 1 or 0. When 1 there was a sudden disconnect from the other player. S D F X 00 02 00 01 [01] 00 00 00 (1 -> so sudden disconnect from the other player) IDNO -> Game ID Number I D N O 00 06 00 04 [00 00 00 00] NUMP -> Number of human players at the start of the game N U M P 00 06 00 04[ 00 00 00 02] (0x2) REMN -> Number of REMAINING human players R E M N 00 06 00 04 [00 00 00 02] TRNY -> Tourney or not, 1 or 0 T R N Y 00 06 00 04 [00 00 00 00] (normal game) T R N Y 00 06 00 04 [00 00 00 01] (turnament) CRED -> Starting Credits C R E D 00 06 00 04 [00 00 27 10] (0x2710, 10,000 starting credits) BASE -> Bases, ON or OFF B A S E 00 07 00 03 [4F 4E 00] 00 ("ON", 4F 4E is ASCII for "ON" third byte is a NULL terminator and 4th byte (00) isn't used) TIBR -> Ore Regenerates, ON or OFF T I B R 00 07 00 03 [4F 4E 00] 00 ("ON", same explanation as giving by BASE just above) CRAT -> Crates Enabled, ON or OFF C R A T 00 07 00 04 [4F 46 46 00] ("OFF", 4F 46 46 is ASCII for "OFF", 4th byte is null terminator (00)) AIPL -> Number of AI Players A I P L 00 06 00 04 [00 00 00 01] (one AI player) SHAD -> Shroud Regrows, ON or OFF S H A D 00 07 00 04 [4F 46 46 00] ("OFF") FLAG -> CTF Enabled, ON or OFF F L A G 00 07 00 04 [4F 46 46 00] ("OFF") UNIT -> Starting Units U N I T 00 06 00 04 [00 00 00 0a] (0x0A = 10 starting units) TECH -> Tech Level T E C H 00 06 00 04 [00 00 00 0A] SCEN -> Scenario name (NOT file name, the full map name), C-style string S C E N 00 07 00 13 [41 20 50 61 74 68 20 42 65 79 6f 6e 64 20 28 4c 67 29 00] 00 (size is 0x13 = 19, C-style string so last byte is a terminator byte 00 and then there's a junk 00 byte for alignment) ADR1 -> IP Address of the first player? (with spawner can be incorrect or always is) A D R 1 00 07 00 0F [31 37 33 2E 32 31 2E 31 31 34 2E 31 36 37 00] 00 (size is variable, in this case it's 0x0F including the NULL terminator (00), aditional 00 for padding) ADR2 -> IP Address of the second player? (with spawner can be incorrect or always is) Same format as by ADR1, except ADR2 is used as ID for the field. PING -> Ping (with spawner is missing, only included with WOL games when connection is lost) NOTE: Doesn't work with spawner, only WOL and this will only be sent if connection was lost. The end result should be formatted like ""%d/5 %d/5", where '%d' is an integer(0/5 0/5) not sure what the meaning is but it's probably a ping rating. Not sure if 0/5 or 5/5 is best rating and how PING is determined (e.g. possibly by querying the WOL master server) P I N G 00 07 00 08 [30 2F 35 20 30 2F 35 00] (length 8 C-style string including NULL terminator (00) byte, in this case it's "0/5 0/5") CMPL -> Game Result (for this client), with the following possible results (taken from C&C95): 64 = game is draw 6 = player 1 disconnect (also when player aborts in options menu ingame) 5 = player 1 resigned (doesn't seem to be used, when player resignes the 'lost' value is used) 4 = player 1 lost 3 = player 2 disconnect (also when player aborts in options menu ingame) 2 = player 2 resigned (doesn't seem to be used, when player resignes the 'lost' value is used) 1 = player 2 lost 0 = connection lost -1 (0xFF) = Host left? C M P L 00 01 00 01 [03] 00 00 00 (3 in this case, which means player 2 disconnected) TIME -> Start Time, in "UNIX time" format (data initialized with a time() C standard library call) T I M E 00 05 00 04 [00 00 00 00] DURA -> Game Duration, in seconds D U R A 00 05 00 04 [00 00 00 28] AFPS -> Average FPS A F P S 00 05 00 04 [00 00 00 31] (0x31 = 49 FPS) PROC -> Processor family, this contains valid data in C&C95 set via a CPUID function. But in RA95 this function doesn't exist so this is always 00, the data is returned as a byte which you'll need Intel's documentation for to be able to convert this into an actual processor family name in C&C95 P R O C 00 01 00 01 [00] 00 00 00 (value 00) MEMO -> Total Memory, taken from WINAPI GlobalMemoryStatus()'s Buffer.dwTotalPhys M E M O 00 05 00 04 [FF 70 D0 00] VIDM -> Video Memory, in bytes taken from a DDCAPS struct returned from IDirectDraw::GetCaps, uses the DDCAPS.VideoMemTotal field, it then does a "ADD 0x0FFFFF" and "AND 0x0FFF00000" to that number NOTE: cnc-ddraw sets this to 16777216 (0x1000000) V I D M 00 05 00 04 01 00 00 00 SPED-> Game Speed, 0 is fastest 6 is slowest S P E D 00 01 00 01 [06] 00 00 00 (6 = slowest speed) VERS -> Game Version with 'V' prepended, for 3.03 it's "V3.0", C-style string, is variable length V E R S 00 07 00 05 [56 33 2E 30 00] 00 00 00 (C-Style string, 56 33 2E 30 is "V3.0", then a null terminator byte (00) and three junk bytes for alignment QUIT -> NOTE: THIS IS BUGGED in that's it is supposed to be 3 characters plus the player number (e.g. QUIx) instead of QUIT as this is per player. You will find this data field multiple times in this statistics packet/dump, each is per player. Can be either 1 or 0, if it is 1 the player quit the game. This code behind this loops over every player and adds this field (with more than one player multiple time) as "QUIT", but unlike all the other per player stuff it doesn't use any of the tricks to get the number at the end of the field (e.g. "1" in "NAM1") and uses 4 characters. So the code is half-assed per player and half-assed global.. To check for what player a QUIT field corresponds to keep a variable with the last player you handled a field for, if you handle the packet one for one in sequence (instead of searching for fields in the packet one by one till you have all your fields) the QUIT field should be between the SIDx and NAMx fields for the same player, so you can use the variable for the last player you kept to check what player the QUIT field corresponds to. NOTE ALSO: This is set to 0 if the client who is sending this statistics packet leaves the game, when it should be 1 Q U I T 00 02 00 01 [00] 00 00 00 DATE -> LastWriteTime of the game executable, NOT IN UNIX FORMAT, the game takes the LastWriteTime field returned from WINAPI GetFileTime(), converts it into network format then sends the LastWriteTime field, TWO DWORDS (32-bit ints) are sent, one is LastWriteTime.dwLowDateTime and one is LastWriteTime.dwHighDateTime, BOTH converted to network format. DATE : Date... D A T E 00 14 00 08 [05 BA 5A 23 01 CE 4A 94] (05 BA 5A 23 is FILETIME.dwLowDateTime in network format, 01 CE 4A 94 is FILETIME.dwHighDateTime in network format) See MSDN documentation: http://msdn.microsoft.com/en-us/library/windows/desktop/ms724284(v=vs.85).aspx Per player stuff, in the following 'x' can be 1-8 for each player: NAMx -> Player Handle (NOTE: Computer players will have no data for their NAMx field, players who've left and who's control has been taken over by a computer player will have the original player name listed, NOT "Computer" N A M 1 00 07 00 05 [49 72 61 6E 00] 00 00 00 (C-style string, the length can be variable and includes the null terminator, 49 72 61 6E is "Iran" and the next 00 byte is the null terminator, the other three 00 bytes are garbage) N A M 1 00 07 00 01 [00] 00 00 00 (Data for computer players, always a NULL string (00 byte) like this) SIDx -> Player Team, for possible values see the houses abbreviations list below S I D 1 00 07 00 04 [46 52 41 00] (C-style string, 46 52 41 = "FRA", the 00 is the string terminator) COLx -> Player Color, doesn't work correctly in 3.03 (not sure about earlier versions). the code for RA95 does some weird stuff and grabs the HouseType (see HouseTypes.txt) of the player and subtracts it by 0x0C. But in C&C95 it's probably a working PlayerColourType (see PlayerColorTypes.txt) C O L 3 00 02 00 01 [02 00 00 00] (value is 0x2 which means the player is multi3 as house..) CRDx -> Player Credits C R D 3 00 05 00 04 [00 00 25 E4] (0x25E4 = 9700 credits) CRAx -> Player Crates Found, list of crates and the amount found C R A 2 [00 14 00 48] (size 48) 00 00 00 01 (1 Money crate) 00 00 00 03 (3 Unit crates) 00 00 00 02 (2 ParaBomb crate) 00 00 00 00 (heal crate) 00 00 00 00 (stealth crate) 00 00 00 00 (explosion crate) 00 00 00 01 (1 napalm death crate) 00 00 00 01 (1 squad crate) 00 00 00 00 (darkness/map reshroud crate) 00 00 00 00 (map reveal crate) 00 00 00 00 (sonar pulse crate) 00 00 00 00 (armor upgrade crate) 00 00 00 00 (speed upgrade crate) 00 00 00 01 (firepower upgrade crate) 00 00 00 01 (one shot nuke missile crate) 00 00 00 00 (Time Quake crate) 00 00 00 00 (invulnerability/iron curtain crate) 00 00 00 00 (chrono vortex crate) HRVx -> Player Amount Money Harvested (from ore/gems) H R V 1 00 06 00 04 [00 00 02 BC] (Money harvested is 0x2BC = 700) UNLx -> Player Units Left (units = vehicles, NOT total units) U N L 1 00 14 00 58 (yes size is 58!) 00 00 00 02 (2 mammoth tanks) 00 00 00 06 (6 heavy tanks) 00 00 00 05 (5 Medium Tanks 00 00 00 04 (4 light tanks) 00 00 00 03 (3 APCs) 00 00 00 03 (3 minelayers, Anti-Tank AND Anti-Personnel) 00 00 00 02 (2 Rangers left) 00 00 00 02 (2 Ore Trucks left) 00 00 00 02 (2 Artillery) 00 00 00 01 (1 MRJ) 00 00 00 05 (5 mobile gap generators) 00 00 00 01 (1 MCV) 00 00 00 05 (5 v2 rocket launchers) 00 00 00 09 (9 Supply Trucks) 00 00 00 01 (1 ANT1) 00 00 00 06 (6 ANT2) 00 00 00 04 (4 ANT3) 00 00 00 02 (2 Chrono Tanks) 00 00 00 04 (4 Tesla Tanks) 00 00 00 01 (1 MAD tank) 00 00 00 03 (3 demo trucks) 00 00 00 05 (5 phase transports) INLx -> Player Infantry Left I N L 1 00 14 00 68 00 00 00 0A (0x0A = 10 rifle infantry) 00 00 00 09 (9 grenadiers) 00 00 00 06 (6 rocket soldiers) 00 00 00 05 (5 flamethrowers 00 00 00 03 (3 engineers) 00 00 00 01 (one tanya 00 00 00 05 (5 spies) 00 00 00 03 (3 thieves) 00 00 00 01 (1 medic) 00 00 00 04 (4 GNRLs) 00 00 00 04 (4 dogs) 00 00 00 03 (3 C1s) 00 00 00 08 (8 C2s) 00 00 00 09 (9 C3s) 00 00 00 02 (2 C4s) 00 00 00 05 (5 C5s) 00 00 00 01 (1 C6) 00 00 00 04 (4 C7s) 00 00 00 07 (7 C8s) 00 00 00 05 (5 C9s) 00 00 00 1a (0x1A= 26 C10s) 00 00 00 09 (9 EINSTEINs) 00 00 00 06 (6 DELPHIs) 00 00 00 03 (3 CHANs) 00 00 00 00 (1 shock trooper) 00 00 00 02 (2 mechs) PLLx -> Player Planes Left BLLx -> Player Buildings Left B L L 1 00 14 01 5C 00 00 00 01 (1 Allied Tech Center) ; 0 00 00 00 01 (1 Iron Curtain) ; 1 00 00 00 04 (4 Weapon Factories) ; 2 00 00 00 06 (6 Chronospheres) ; 3 00 00 00 04 (4 pillboxes) ; 4 00 00 00 03 (3 camo pillboxes) ; 5 00 00 00 03 (3 radar domes) ; 6 00 00 00 09 (9 Gap Generators) ; 7 00 00 00 02 (2 turrets) ; 8 00 00 00 05 (5 AA guns) ; 9 00 00 00 00 (4 flame towers) ; 10 00 00 00 01 (1 Conyard) ; 11 00 00 00 02 (2 refineries) ; 12 00 00 00 06 (6 ore silos) ; 13 00 00 00 02 (2 helipads) ; 14 00 00 00 03 (3 sam sites) ; 15 00 00 00 03 (3 Airfields) ; 16 00 00 00 02 (2 Power plants) ;17 00 00 00 04 (4 advanced power plants) ;18 00 00 00 03 (3 soviet tech centers) ; 19 00 00 00 01 (1 Hospital) ; 20 00 00 00 03 (3 Soviet Barracks) ; 21 00 00 00 05 (5 Allies Barracks) ; 22 00 00 00 05 (5 kennels) ; 23 00 00 00 05 (5 service depots) ;24 00 00 00 03 (3 Bio Research Facilities aka BIO) ;25 00 00 00 04 (4 Technology Centers, those buildings with 3 domes) ;26 00 00 00 01 (1 shipyard) ;27 00 00 00 01 (1 subpen) ;28 00 00 00 02 (2 missile silos) ; 29 00 00 00 00 (Forward Command Post aka FCOM) ; 30 00 00 00 04 (4 tesla coils) ; 31 00 00 00 05 (5 fake War Factories; 32 00 00 00 08 (8 fake Conyards) ; 33 00 00 00 05 (5 fake Allies Shipyards) ; 34 00 00 00 03 (3 fake Soviet Subpens, unbuidable with default rules.ini) ; 35 00 00 00 02 (2 fake Radar Domes) ; 36 00 00 00 09 (9 sandbags) ; 37 00 00 00 05 (5 Chain-Link fences) ; 38 00 00 00 02 (2 concrete walls) ; 39 00 00 00 08 (8 Barbwire Fences) ; 40 00 00 00 05 (5 Wooden Fences) ; 41 00 00 00 06 (6 Wire Fences) ; 42 00 00 00 04 (4 anti-vehicle mines) ; 43 00 00 00 06 (6 anti-personnel mines) ; 44 00 00 00 01 (1 V1) ; 45 00 00 00 01 (1 V2) ; 46 00 00 00 01 (1 V3) ; 47 00 00 00 01 (1 V4) ; 48 00 00 00 01 (1 V5) ; 49 00 00 00 01 (1 V6) ; 50 00 00 00 01 (1 V7) ; 51 00 00 00 01 (1 V8) ; 52 00 00 00 01 (1 V9) ; 53 00 00 00 01 (1 V10) ; 54 00 00 00 01 (1 V11) ; 55 00 00 00 01 (1 V12) ; 56 00 00 00 01 (1 V13) ; 57 00 00 00 01 (1 V14) ; 58 00 00 00 01 (1 V15) ; 59 00 00 00 01 (1 V16) ; 60 00 00 00 01 (1 V17) ; 61 00 00 00 01 (1 V18) ; 62 00 00 00 01 (1 V19) ; 63 00 00 00 01 (1 V20) ; 64 00 00 00 01 (1 V21) ; 65 00 00 00 01 (1 V22) ; 66 00 00 00 01 (1 V23) ; 67 00 00 00 01 (1 V24) ; 68 00 00 00 01 (1 V25) ; 69 00 00 00 01 (1 V26) ; 70 00 00 00 01 (1 V27) ; 71 00 00 00 01 (1 V28) ; 72 00 00 00 01 (1 V29) ; 73 00 00 00 01 (1 V30) ; 74 00 00 00 01 (1 V31) ; 75 00 00 00 01 (1 V32) ; 76 00 00 00 01 (1 V33) ; 77 00 00 00 01 (1 V34) ; 78 00 00 00 01 (1 V35) ; 79 00 00 00 01 (1 V36) ; 80 00 00 00 01 (1 V37) ; 81 00 00 00 01 (1 BARL, barrel) ; 82 00 00 00 01 (1 BARL3, group of barrels) ; 83 00 00 00 03 (3 Ant Queens) ; 84 00 00 00 06 (6 LAR1s, aka Larva1) ; 85 00 00 00 09 (9 LAR2s, aka Larva2) ; 86 VSLx -> Player Vessels Left (NOTE: RA95 is bugged and sends this data in PC format (little endian) instead of network format (big endian)) V S L 2 00 14 00 1C 02 00 00 00 (2 submarines) 08 00 00 00 (8 destroyers) 05 00 00 00 (5 cruisers) 04 00 00 00 (4 LST transports) 03 00 00 00 (3 gunboats) 01 00 00 00 (1 Missile Sub) 02 00 00 00 (2 Helicarriers, hidden Aftermath unit) PLLx -> Player Planes Left P L L 1 00 14 00 1C 00 00 00 01 (1 Chinook) 00 00 00 04 (4 Badger Bombers) 00 00 00 03 (3 U2 Spy Planes) 00 00 00 02 (2 migs) 00 00 00 01 (1 yak) 00 00 00 01 (1 longbow) 00 00 00 02 (2 Hinds) UNBx -> Player Units Bought (units = vehicles, NOT total units) INBx -> Player Infantry Bought (excluding infantry left) PLBx -> Player Planes Bought BLBx -> Player Buildings Bought VSBx -> Player Vessels Bought UNKx -> Player Units Killed (units = vehicles, NOT total units) INKx -> Player Infantry Killed PLKx -> Player Planes Killed BLKx -> Player Buildings Killed VSKx -> Player Vessels Killed BLCx -> Player Buildings Captured From my testing and looking at the code it appears that the lost and bought stats always have the same values Houses abbreviations, used by the SIDx (player team) field: "SPA" (Spain) "GRE" (Greece) "USS" (USSR) "ENG" (England) "ITA" (stands for Italy, but is actually Ukraine) "GER" (Germany) "FRA" (France) "TKY" (Turkey) "GUD" (GoodGuy) "BAD" (BadGuy) "CIV" (Civilian) "JP " (Special) (NOTE SPACE CHARACTER AFTER 'P') "M01" (Multi1) "M02" (Multi2) "M03" (Multi3) "M04" (Multi4) "M05" (Multi5) "M06" (Multi6) "M07" (Multi7) "M08" (Multi8)
  21. Can you change the death sound that's played?
  22. Harbour Reclamation and Monster Tank Madness still need to be tested. I tested your latest Time Flies and the AI builds two Refineries, I supposed that's how it supposed to be? Could you remove the Tanya death scream at the start of the map when the Church is destroyed?
  23. could you make a screenshot please?
  24. Iran

    Music Doesn't Play

    I just fixed that in my patch. Like before the game will now NOT show songs in the music list and will also not play them if the game can't find the audio file for them. Not sure when I will release the next version of my patch with this fixes, I'm doing some big changes.
  25. I don't really know how the base building system works other than that it's read of the [base] section of the mission and a code class called 'BaseClass' is responsible for it.
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