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Posts
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Everything posted by Allen262
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RA1 Skirmish AI dosen't build an Navy.
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Well than me guess is that they are packed into some thing. Maybe the Setup.Z
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You don't. It is likey a 16bit install.exe that can't be ran on 64bit systems. If Sole Survivor is like C&C95 before it and RA1 after it you should be able to find the folder or folders on the CD and copy it on to your system.
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edwin Map Editor patches - High Resolution Patch and more
Allen262 replied to FunkyFr3sh's topic in Red Alert
SBAG CYCL BRIK and BARB are old errors. I said somthing to Iran about this MONTHS ago. It is a bug we can live with I think. -
C&C95 theme tell the end here as well. Took a bit of looking around to just get to my settings page to change back...
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[Maximums] not being read in maps sucks....
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Funky did increase the object maximums by double but this caused lag. Maybe just changing Vessel would work or on naval maps increases the max Vessel count and reduce the Unit count (tanks) but this may not work as I don't know if [Maximums] can be placed in maps.
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Wow! "Red Dawn". Thanks for directing me to that. If you didn't find it you can get to the right place to download Red Dawn from the link in my sig. RA1 space for placing structures is kept.
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I still rock it old school...
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I copied the text and it saves and loads fine in RAED. Is the maps file name longer than 8.3? (eight characters, some times followed by a period . and a filename extension)? RAED don't like files that are over 8.3 and spaces.
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Wish RA1 did the same...
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In RA1 each warhead has a have a "Explosion" attached to it and it wil play it when the weapon hits the ground, unit and/or building. ; Spread = damage spread factor [larger means greater spread] (def=1) ; [A value of 1 means the damage is halved every pixel distant from center point. ; a value of 2 means damage is halved every 2 pixels, etc.] ; Wall = Does this warhead damage concrete walls (def=no)? ; Wood = Does this warhead damage wood walls (def=no)? ; Ore = Does this warhead destroy ore (def=no)? ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- none, wood (buildings), light armor, heavy armor, concrete ; Explosion = which explosion set to use when warhead of this type impacts (def=0) ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; high explosive (shrapnel) [HE] Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2
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SUPER is used for Obelisk Laser (Red Dawn)/Tesla coil zap (stock RA1) and it is used for the Spy Plane camera in RA1. The Spy Plane camera is also used by reveal around waypoint (this is not the same as the Drop Zone flare reveal). Nuke uses it own warhead ([Nuke]). It is the same as fire but for it has the has the nuke animation attached to it.
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In TD the Commando sniper rifle used HollowPoint and did 100% damage to infantry, %8 damage to wood, light armor, heavy armor and %0 to concrete. With Red Dawn I need the HollowPoint warhead for the Ion Cannon. I had to do this as I needed the HollowPoint warhead to "play" the Ion Cannon strike. Each warhead can "play" 1 of 7 types of "Explosion" (0=none, 1=piff (single bullet hitting the ground), 2=piffs (many bullet hitting the ground), 3=fire (flamethower), 4=frags (armor piercing tank fire), 5=pops (grenade and and other high explosive), 6=nuke (plays nuke animation and damage all units with in 6 squares of center). In Red Dawn 1=piff now plays the piffs animation of many bullet hitting the ground and the piffs is used for the the Ion Cannon strike. Now with the HollowPoint warhead only being used by the Ion Cannon (Spy Plane) I had to change the Commando sniper rifle to Organic that only hurt infantry or change it to SA (small arms fire) but SA would make the Commando realy over powered as SA (small arms fire) dose 100 damage to infantry,50% damage to wood,56% damage to light armor,25% damage to heavy armor,25% damage to concrete. With SA (small arms fire) warhead being to strong for Commando I had to change the warhead to Organic and edit any missions that the Commando (Tanya) had to shoot a vehicle.
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The ricochet or "Explosion" that any weapon uses when it hits the ground is done by warhead. The Commando sniper rifle uses the organic warhead that dosen't do damage to any armored unit and has no ricochet or "Explosion" attached to it as the organic warhead is also used by the Dog Bite and Medic heal. You should be able to find a money crate around the map for Allied/GDI 3.
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1. I changed the Allied mission as they should start in spring/summer before there was snow on the ground and end in snow covered winter. I don't plan to change the RA1 Campaign Mission's from grass, snow.ect for Nod or GDI. The mission select map shows europe so changing the Nod mission to Desert would be qute odd. The new Theater's Desert, Jungle and Winter will be used for any of the C&C Classic Missions or new Custom Missions. 2.This was done way back before the Iran patch was made. Before the Iran patch you couldn't have the Custom Missions (the Classic C&C and Custom Mission option). Custom Missions box opened Counterstike Missions list and below that was Aftermath Missions that opened Aftermath Missions list. Because I was unable to add new missions at the time I replaced a few of the stock RA1 campaign missions with remakes from Tib Dawn. 3.Not that I can recall. Timer will be started by 1. Attacking any of the Missile Silos. 2. Nod destorys 15 of your buidling. 3. You enter the Missile Silo area. This includes around back and the repair pad with in the Nod Base. 4 You destroy the Nod Con Yard 5. Play the mission for over 90 min. For "Caught In the Act" that is a bug/choice by WestWood it self. In Red Dawn I swapped Grenadiers and Rocket Soldiers IDs. I had to do this so the Nod AI would build Rocket Soldiers and GDI AI would build Grenadiers for Skimish mode. This ID swap also saved me a ton of time in editing missions as I didn't have to edit every Grenadiers and Rocket Soldiers for all 70+ stock missions. This was something I should have saw and fixed but didn't. If you play the stock "Caught In the Act" you will see the Soviet AI build Rocket Soldiers for this mission and they shouldn't be able to. I'm glad you like it!
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I have seen this before and it was related to mod work done in a Theater.mix or changing a civ building that are stored in the Theater.mix-es. The last time I know I seen this is when I tried to change Ore to Tiberium and put the new Ore .shp files into a SC-****.mix.
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I'm 99% sure that V303P-1BETA1V1 has the Ant Mission saved game bug.... I would go over to http://iran.cnc-comm.com/ra/# and download the Main MINIMUM game package. Take the RA95.exe from it and put it into your install. You will have to replay the mission as the bug will be in the saved game it self but once you play it with the new .exe you should be fine.
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Disable Chinook flying away with General?
Allen262 replied to Eisengeist's topic in Modding Discussion
FunkyFr3sh has been redoing the RA95.exe for C&CNet 5 so it looks like a good number of things no longer work and some new and old bugs are back. RedDawn uses 2 RA95.exes. RA95.exe that dosen't get updated by C&CNet 5 that is used for all single missions and Skirmish Meun (RA1) This means just about every key Iran added will work just fine. RA95-spawn.exe is updated by C&CNet 5 and what keys work is a crapshoot. -
From Iran on Posted Saturday, 14 December 2013 - 04:36 PM at http://forums.cncnz.com/topic/17482-portablera-beta/page-27. Fixed an issue with ant missions savegames not loading the next mission properly. There was a CD check in the loading code, it was preventing the game from recognizing the savegame as an Ant Mission one.
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Yup it was changed from submerging sounds to the iron curtain sound in 2.00 (Aftermath).
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The iron curtain sound effect used for any land unit that has Cloakable=yes.
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What are you trying to do exactly?