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Everything posted by Allen262
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Allen262 replied to FunkyFr3sh's topic in Red Alert
The [Recharge] is read from the rules just fine! You can't paste [Recharge] ParaBomb=0 ; parachute bombs Paratrooper=0 ; paratroopers at the top of the rules and expect it to work. The rules have a [Recharge] section already and you need to edit them. -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Allen262 replied to FunkyFr3sh's topic in Red Alert
Lightning Hunter Did you try change the [Recharge] already in the rules? -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Allen262 replied to FunkyFr3sh's topic in Red Alert
[Recharge] is already in the rules. Adding the [Recharge] data you have added to the top will have no effect as the game will read [Recharge] data you added than read the stock [Recharge] later down the rules.ini and use it in game. -
Its possible change the Timer and build area?
Allen262 replied to Divatox's topic in Modding Discussion
Just about all of Tiberian Dawn is hardcoded no chance of that working for Tiberian Dawn. -
Its possible change the Timer and build area?
Allen262 replied to Divatox's topic in Modding Discussion
Adjacent= is applied to each building in the rules.ini. Adjacent=2 is the most common. Not sure if buildings can have there Adjacent= changed by placing the code into the map. You can try by opening a map with notepad or wordpad and adding [PROC] Adjacent=4 This should let you place the Tiberium Refinery farther away than normal. -
Its possible change the Timer and build area?
Allen262 replied to Divatox's topic in Modding Discussion
Timer is set in the map only. "build area bigger" Some more detail/reword would help. -
If I'm remembering right Fake Buildings are still using data from the aftermath.ini even if your playing a now aftermath mission.
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It is found in the CnCNet 5 Online and CnCNet 5 Skrmish mode.
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The latest CnC Net ra95.exe has the raw rules.ini keys in the exe doing a hex edit search but that could mean nothing if they are unhooked.
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Had a feeling... Don't think many have Win10 right now. I'm going to guess that the User Account Control has gotten even more anal. You may need to go to the raed.exe and make sure it is being ran with admin controls.
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What OS are you guys using?
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Maybe your fighting the Windows User Account Control?
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Don't think that can be done with RA1.
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If the game has it included. The last time I look the link for the manual the came with CnC Net RA1 was dumping peps to a porn site a year + ago.
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Soviet landmines are the X shaped ones and are anti personnel only. They do no damage to vehicles.
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How to make AI use engineers to heal a building?
Allen262 replied to NDiaz's topic in Mapping Discussion
Just checked. Spy on building at Waypoint # dose work to make an engineer to heal a building. Spy on building at Waypoint # seems to be used for any unit that needs to enter a building. -
Thats fine.
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Mine has the turret locked to the body. The C&C95 MLRS has some logic that move the turret back that isn't seen in RA1.
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How to make AI use engineers to heal a building?
Allen262 replied to NDiaz's topic in Mapping Discussion
Spy on building at Waypoint # I think is needed to make them enter the builder but I have no idea if that will fix the building. You should be able to use an Attacked by anyone trigger and attach it to the building to reinforce a team from off the map. -
Looks like copy and paste. Think mine is the same way.
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I have only used "Copy as PCX" and any image I want to make to a .shp. This may have been the same bug I ran into some 16 years ago and found using .pcx images fixed things. I fixed the 3 icons by setting the RA1 color pallete (Yes make sure that is done as XCC will use no pallete when displaying images over 256 color like PNG or use the pallete that the image has inside if the image is 256 color) Next used Copy as PCX. Deleted the bugged .shp files. Than used Copy as SHP on the pcx images.
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Can you upload a copy of the bugged .shps?
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We were trying to create a new unit tag. For example, instead of replacing the already existing tags ([E1], [E2], etc). We were trying to make a new tag [infantryTypes] Iran implemented. For example: [infantryTypes] 0=E1SN [E1SN] Stuff goes here. Know that but it is bugged in CnCNet and well is still hardcoded to behave like E1. If every thing could be cloned with all of the same logic attached to them I think would be better.
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From my point of view the best way to add more units or buildings to RA1 is to just clone everything and add them to the rules.ini