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Everything posted by Allen508
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Yes the AI has to wait the allotted time. I can think of a way to speed it up but the downside is that the player can't use a nuke. It needs 2 tiggers and 2 text edits of the mission for the AI to use the nuke how you would like. Below is the text to add to the top of you mission. Open the mission in notepad or in RAED on the top right is a T by the minimap click on it to open text edit more and copy the below into it. This will set the nuke recharge time to near instantly. Make sure you don't already have a [Recharge] in the map. If you do have [Recharge] in the map just add Nuke=0.1 to the [Recharge] [Recharge] Nuke=0.1 Below will keep the player from building or capturing the Nuke Missile Silo. If the player where able to build or capture a missile silo the player would have a near instantly repeating nuke missile. This is also added to the mission the same way as the Recharge text above. [MSLO] TechLevel=99 Capturable=false Below is the trigger set up for the enemy at the start of the game to launch the nuke. Name: nuk1 Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 0 Action 1: Preferred target... Factories Action 2: Add 1-time special weapon... Nuclear Missile Next is a trigger that will let the AI keep using the nuke every 13 mins. Note this a Constant trigger type and will repeat 13 mins. On the top right is the Existence: drop down make sure you use constant. Name: nuk2 Owner: USSR Existence: constant (any linked event -> switch) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 130 Action 1: Preferred target... Factories Action 2: Add 1-time special weapon... Nuclear Missile
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The only way I know of destroying units and buildings is by use of "Destroy attached building" in a trigger. You want it so that when a building is destroyed it kills all neutral What you may want is below. Name: det Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed by anybody Action 1: Force Trigger... det1 First you need to attach det to a building by double clicking on it and on the Trigger click the drop down and go to det. The building must be pre-placed on the map as it has to be attached to a building so it can not be attached to a player built building or units. Next is the 2nd part that kills units and buildings. [Name: det1 Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: -No Event- Action 1: Destroy attached building Now attach det1 to the wanted building and units by double clicking on it and on the Trigger click the drop down and go to det1.
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If you look at SCG14EA.ini No Remorse. It uses a nuke trigger. Name: nuke Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Attacked by anybody Action 1: Preferred target... Factories Action 2: Add 1-time special weapon... Nuclear Missile How this trigger works is when the player attack the Missile Silo the AI will launch it nuke at one of player's Factories. (The missile silo has the trigger nuke attach to it.) Note: Factories means Con Yard Barracks, Ship Yard/Sub Pen, War Factory, Helipad, Airfield. Also in SCG14EA.ini No Remorse the USSR AI is set to Tech Level 15 and IQ of 3. Your AI may need to be set to the same for it to work right.
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Try changing the Rendering settings.
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Than make use of the "Notify me of replies" option for each post you make.
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The DoubleOwned=yes key will let soviets build it in multiplayer games. Changing DoubleOwned=yes to DoubleOwned=no should fix it.
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Edwin is the basic map editor that RA1 came with. RAED will let you add wall and buildings.
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Try using "Show unread posts since last visit." found at the top of any page or bookmark http://cnc-comm.com/community/index.php?action=unread
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Oh.... That is what I get for reading the post and not being fully awake...
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http://www.cnc-source.com/forums/index.php?app=gallery&module=images§ion=viewimage&img=6221
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Clicking on messages will show you any think you have posted and the topic it was posted in....
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There is an attach box below the area you type in the Post reply screen. Upload a screen shot using it.
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Nope. It is the only one for making single player missions for RA1.
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RAED must have any mix-es it used to be encrypted.
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Looks good but something I don't think will be much use for RA1 saddly.
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Here is the 2 keys to add to the cncnet5.ini. Add the keys to the top of the [settings] section CustomGameType=ra*NAME* CustomGameName=*NAME* The CustomGameType= must start with TD, RA or TS or C&C Net 5 will not start and tell you this.
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Thanks! They are of Red Dawn 2014 using old stock 640x400 res. 2013 as this point is really unpatchable as the patch would be huge. I had to put the Desert.mix and Winter.mix into the main.mix (both were in the REDALERT.mix). Add the Jungle.mix to the main.mix With all 3 in the main.mix I can update to the new RAED that can used Desert Jungle and Winter. Also some graphic reworks and missions edited to use secondary colors for the stock missions. By the time I do all of the need changes a patch would be 82,357 KB. A new full install is only about 25% larger at 108,862 KB. Just not practical to me to have a patch that large.
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The snow move flash and the shadow use index color 14 yet move flash is not transparent while the shadow on snow maps is. Edit: Attaching screens with snow using the Temperate and Interor transparent move flash. Works okay but some times it will flash a vary bright white.
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Well it make since when you look at a screen shot of Temperate and Snow. The Temperate flash is tranparent and the snow is darker and not tranparent. Attaching the moveflsh as they look ingame zoomed 4 times larger. Winter and Jungle for RA were made from the Temperate and the Desert I used and did come with CnC Net 5 started life as replacement for snow so it uses the same moveflsh as Snow.
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Fround the moveflash in each of theater mixes. Temperate and Interor uses index 1 as the move flash and 0 as clear. Snow uses index 14 as the move flash and 0 as clear. Winter and Jungle for RA also use the same moveflsh as Temperate and Interor. Desert for RA also use the same moveflsh as Snow.
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The shadows seem to be using colors. Index 12 to 15 and 0 or clear black. I can't seem to find a click ring shp.
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I was sure it was from a video screenshot but I can't find it now.
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Found the name= bug way before Red Dawn. It was back in 2003ish. I only use Name= in a few missions. Iran It would be nice if that could be fixed or the ants be given away to be listed in the conquer.eng so they can have a name. It not something really need as many won't be using ants for anything but would be nice one day to have.
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I didn't change the Mode (Base) buildings. *The ones with the numbers on them* Mode (Base) is how singleplayer AI knows to build buildings and isn't really used in any multiplayer maps. It is up to you to change them. Your welcome and stick around!