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Everything posted by Allen508
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There is a Invisible=yes/no in the rules.ini
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Tschokky's C&C-RA (almost total) conversion
Allen508 replied to Tschokky's topic in Modding Discussion
A SHP error wouldn't be reliability crash like you said it did. This made me thing code. Your welcome. -
Yup. Old error.
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Tschokky's C&C-RA (almost total) conversion
Allen508 replied to Tschokky's topic in Modding Discussion
Look for a bad code change. It may be related to weapon and or warhead too. -
Tschokky's C&C-RA (almost total) conversion
Allen508 replied to Tschokky's topic in Modding Discussion
When I set things up for CnC Net I checked and edited all units and buildings so they match the stock .SHP canvas sizes To make crashes from any .SHPs less likely. The only unit that is not using the stock canvas size is the Harvester. -
I have the wrong key in my post. It uses VortexChance=0% ; percent chance that chronal vortex occurs with each chronoshift use is used in "Absolute M.A.D.ness"
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I almost sure that QuakeChance= works as it is edited and placed into "Absolute M.A.D.ness" by Westwood
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Seach in the rules.ini for ; Chrono side effects
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Any building that the AI owns will work. This in includes barrels and land mines.
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Walls get a owner attched to them when they are close to a building. In allied mission 5 the walls in the soviet base are owned by the soviets. The walls being owned by the side with the closest buildings is hardcoded and can't be changed. It also can be a bit buggy at times. The radius of owned walls seem to be random. In a test I did I got 4 squares north of the building that were sellable to me while east I got 7 sellable west I got 8 sellable. The ways to stop the AI from destroying walls is put a building it owns by them or put the below into your map. Note that if you put this into your map the AI will never destroy walls. This means you can wall the AI out of your base or wall in the AI with in it's own base like you can do in C&C95. [Easy] DestroyWalls=no [Normal] DestroyWalls=no [Difficult] DestroyWalls=no
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Because we like all of you TS/RA2 players to come here and bitch your ass off about nothing...
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Tschokky's C&C-RA (almost total) conversion
Allen508 replied to Tschokky's topic in Modding Discussion
Did you ever update the map preview generator jungle and barren? -
I never knew of a max trigger cap but it dose make since it may have one. Now the question is... Is can you combine trigger? I think you may be able to using Type: complex (event1 => action1; event2 => action2) and making them Existence: semi-constant (all linked events -> switch, destroy). Also as FunkyFr3sh pointed out and I didn't remember there is a listed cap in the Maximums part of the rules.ini. You can try to copy and paste the below into you map using RAED's Text Mode (The little T by the minimap.) or open the map with note/wordpad [Maximums] TrigType=100 ; trigger types
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Tschokky's C&C-RA (almost total) conversion
Allen508 replied to Tschokky's topic in Modding Discussion
I think the prob may be a lack of a color pallete. It may need a color pallete from any other Theater extracted and renamed barren.pal than packed into the barren.mix -
I need to get a stop watch and time all of the C&C95 units at middle speed across say 10 of 15 squares to get the speed of each of them.
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I know but there is likey no way to just fix that key to single player sides (USSR,Greece, etc).
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I'm not surprised that SecondaryColorScheme doesn't work in multiplayer map. It would be confusing if 2 players had the same color units.
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That is done by use of Global Sets. See SCU07EA.ini "Core of the matter" for how it was done.
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This should be split to maping brandonvortex123. Briefing need [briefing] [briefing] 1=We have another chance to capture the Chronosphere. Take out the Radar 2=Domes to cut the link between them and the Chronosphere. Then capture it! You can set the Theme by going to Ini and Basic in RAED. Note I have not edited the Theme names for Red Dawn so it list the RA1 names. Starting location for single player mission is done by Waypoint 98. Do this in RAED by going to mode than Waypoints. Than place Waypoint 98 where you want it on the map.
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Red Dawn's speed is guess work as speed setting that are know for C&C95 do not translate right for RA1. For the most part I lowered everything down by 1. (Mammy, Harv and MCV may have not changed)
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He did but I know some real life things got in the way and he was/is working on geting Tib Sun on CnCNet. Tib Sun is on CnCNet now but I have no idea how his real life things are going.
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Could have. TS was long ago for me.
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This code has since been added to the man CnCNet 5 ra95.exe