-
Posts
1882 -
Joined
-
Last visited
Everything posted by Allen508
-
Echo welcome to the Tib Sun/RA2 editing world. I think DCoder's INI Checker can read and help find misspelled or missing thing the rules.ini. Checker was made for TS/RA2 but it may for you. http://dc.strategy-x.com/files/
-
Yes that was done in RA2TS and it worked fine but RA2TS had to sacrifice all ships to do so. This also ment thing like the Hover MLRS that should have been built at the War Factory was built at some other building. Owner=country always did work. Now that more tanks can be added to one country.
-
I'm not getting it if I hold my mouse over the building but I'm using 1=COMM. I used 0= as placeholder/dummy that has all keys. I'm attaching my rules.ini and EXPAND8.MIX. Give them a try. New unit is SSM Laucnher, Sniper, Beta Destryer. C&C95 ORCA and C&C95 Comm Center. SSM Laucnher use a new weapon, firing sound, projectile, animation and warhead. Beaware that the SSM has long reload time. The other units use stock weapons. New_List_Type_Rules.zip
-
Not able to duplacate Echo crash. I used a 2 frame build up and 3 frame main (one for idle, one for damaged, and a third for being destroyed, like in TD). As pointed out trying to use an new building for a prerequisite of a unit isn't working rignt. I used 1=COMM for my new building and set my new units to need Prerequisite=COMM but the game is think I put Prerequisite=fix on my new units as they won't be buildable tell I build a Service Depot. Any new unit or building can use Prerequisite= of any stock building just fine.
-
I know it was done once. A mod called RA2TS or RA to Tiberian Sun http://cnc-comm.com/community/index.php?topic=2177.0 made all of the ships into hover units by using Float=100% on all Land Characteristics. This was slightly flawed since the Hover MLRS could go over any thing like walls cliffs and rocks but had to be done or the JumpJet Infantry couldn't fly over walls cliffs and rocks. If you are able to do Hover set up it would also be nice if you could do a Fly set up as well. JumpJet Infantry in RA would be somthing else. :laugh: but that dose have the flaw of SAM Sites and AA Guns wound't shoot at it since to the game the guy is on the ground....
-
Welcome! Afraid I don't know what is and isn't being done for Dune 2K. Hopefully some one can help you out.
-
Alright, got a change to mess around with the new type lists. [unittypes], [infantrytypes], [AircraftTypes], [soundtypes], [Weapons], [Animtypes], [bullettypes], [Weapons] and [Warheads] are working fine for me in skrimish mode testing. [VesselTypes] has a prob. The game isn't loading the turrent (SSAM.shp) so it tries to use the main unit .shp as the turrent. (Screen Shot below) I did not test the [buildingTypes] at all.
-
Maybe not as hard as you would think Echo. Tib Sun was build from RA1. The work Iran has done in the Unhardcoded internal (type) lists thread is also what WestWood did for Tib Sun. I never expected Iran to duplaced any thing from Tib Sun but there is hope that a number of things from Tib Sun could be done in RA1 now. This could be one that could be done. I know Tracked= [yes/no] is a current key in RA1 If Iran could make clone of Tracked= logic and name it Hovers= [yes/no] half the prob would be done. Land characteristics is definded in the rules.ini at ; ******* Land Characteristics ******* I'll quote one of the land characteristics. As you can see the clear land characteristic each movement type is listed. In Tib Sun 2 new movement types were added Amphibious = and Hover =. If Iran can clone the Track= and name it Hover= than tie it back to the Hovers= key that is attached to a unit we would have a working hover logic.
-
Saved games are working fine. I was able to load even old Westwood 3.03s just fine. The Crusher= key is working fine with the saved game. As for the 'DERP' crash I had. I have [unitTypes] 0=DERP and the unit ; Test Unit 1 [DERP] Image=APC Prerequisite=weap,tent Primary=M60mg Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=10 Owner=allies Cost=800 Points=25 ROT=5 Tracked=yes Passengers=5 but the game crashes at start up if [unitTypes] is listed in the rules.ini. This was working fine with the .exe from the other thread.
-
Crash at start up from [unitTypes] 0=DERP If I remove the [unitTypes] from the rules.ini the crash stops. With no Crusher= key in the rules.ini I made a saved game and made sure the Mine layer crushed infantry like it dose normaly. Next I exited the game and gave Mine layer Crusher=no and started a new mission and the Mine layer quit crushing infantry. Without exiting the game I load the saved game that would let the Mine layer crush infantry but the Mine layer was unable to. It looks like saved games dose not save if the unit had Crusher=no. Basically if the Crusher=no is added to a unit it will be applyed to that unit even if the unit didn't have it when the game was saved. This is also true when adding Crusher=yes to the Ranger. ra95crash.dmp.zip
-
Okay. I tried to atttack Crusher=no to Mine layer or the Nod Buggy for Red Dawn and it did not work. My look at the ra95.exe you attached via hex editor dosn't show a Crusher key. Did you attach the wrong ra95.exe by mistake?
-
I can do it but I don't know what your talking about when you say "whether the memory is cleared correctly" means.
-
Yes I know it will take time to get eveything done but they will be needed to make the full range of units. I think getting vehicles fully working would be the best as every one wants more tanks. Below is a wish list of keys by type and I know that it may never happen but I can dream right? Aircraft: IsPlane= Is a fixed wing aircraft and need airstrip [yes/no] (If not listed on aircraft the game will assume the aircraft is a helicopter) Rotor= [yes/no] IsAPC= [yes/no] (Like transport helicopter) One key I would like for my own lols is a key like the Carryall= Tib Sun. Maybe this could be done by using the load and unload logic from the transport [LST] so vehicles could be loaded on to a helicopter. Ships: Turret= [yes/no] (I'm fine with center mouted turret like the Destoyer has but away to turn the turret logic off so more subs could be made is needed), IsLST= Can this ship load and unload vehicle or infantry [yes/no] IsCarrier= Can this ship load and launch helicopter? (It would be really cool if comd be made into 2 keys. For the current Helicarrier logic and one for a new a carrier logic that uses fixed wing aircraft like the Yak and MiG.) Buidlings: Foundation = the size of the building (This may need a Height= like Tib Sun so maybe Foundation= would use the name of stock building like POWR and your new buiding would use the Power Plant's foundation and height), Factory = type of object to build [infantryType, AircraftType, UnitType, BuildingType, VesselType] and IsGunTurret= [yes/no] (This would be the same as Turret= for unit and make the game use the 128 frame logic of the Gun Turret and AA Gun.) Infantry: IsEngineer=, IsMedic, IsMechanic=, IsSpy= and IsThief=. Give Passengers= to a unit that dosn't already have APC logic won't work as the game won't let you unload them. This is why a IsAPC= key is need so the game knows to unload them.
-
No idea. Both Ingame Strings Editor I have will let me add line but the game dosn't know to use them if they are added from what vary little I know.
-
You use "XCC Mixer.exe" to take files out and use "XCC MIX Editor.exe" to put files into a .mix. XCC MIX Editor is simple for the most part. Click open and than navigate to the mix you want to put a file into. At the vary bottem it will say "open mix: done" . Once the mix is open click on Insert and navigate to the file you want to put a file into the mix. Your newly inserted file will be shown at the bottem. You can drag and drop multiple file into XCC MIX Editor if needed. Once done hit "Save" and it the bottem it will say "save mix: done".
-
This is some epic sheet. You are following the steps of Westwood when they made TibSun. Now if the other needed logic could be un-hardcoded. Like Turret = [yes/no] Crusher = [yes/no] (both from TS) IsAPC = [yes/no] (Maybe this could be done by editing of the Passengers =) and BuiltByAI= Unit is build by multiplayer/skimish mode AI [yes/no]
-
Yes mods do work as Red Dawn is working now in small numbers.
-
Dosn't work on buildings as that is done by teamtype and I don't think the Iron Curtain works on infantry.
-
Oh you mean the override that the game dose to the Missile Silo and Tanya.
-
For the AI?
-
Happy Birthday RA1!
-
I still use the slow and fast build speed set up for Net 4 so I can't put the rules.ini in the folder. I will have to put rules.ini and aftrmath.ini into a SC*****.mix or EXPAND#.mix. Fixing the ForceAMRulesSlowBuildSpeed.ini in the ConfigToolFiles is easy.
-
I forgot about that. Now If a SC*****.mix will over ride the rules.ini and aftrmath.ini in the RedAlert.mix so I can patch Net 4.
-
It really dosn't make since to do all of these new triggers and have no good way to use them. Did you also look in the old Demo RA95.exe to see if it has more of the ingame editor?