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McPwny

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About McPwny

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  1. 1 entered by doesnt work in multiplayer except for the special case where you can use entered by: -1 and it fires whenever any unit from any house enters the celltag or structure 2 no, the only houses that arent the auto generated player houses that get loaded into multiplayer are neutral and special. houses like the ones used for france or russia dont get treated the same way and wont work. i think there is a map trigger you can use to force house alliances in maps, but i havent tested it in multiplay personally 3 im not familiar with ra1's trigger system, but in fa2 and finalsun, standard triggers fire once when all the events are met, and repeating ones fire every time the events are met (which means that for most events that arent 'elapsed time' or 'random time', it will fire constantly on every frame), you can make a trigger that fires once every time the conditions are met by making one of its events be "local is set" and one of its actions be "clear local". 4 ts had the limit of 104 waypoints and i think ra2 had it too, but in yr the limit is something like 700+ waypoints. theres no real limit on things like trigger number or team number in yr, and indeed ive made maps with 400+ waypoints and hundreds of triggers with no issues.
  2. normal ore mines wont work which would deplete the whole point of having a gem mine in the first place... too bad westwood never enabled the logic. ra2 was branched off of a beta version of ts; probably before blue tib aka gem spreading was added.
  3. tiberium used to grow fast in tibsun. the growing code still half-assedly works and westwood made ore grow slowly probably as an easy fix to ore trees only filling the 8 adjacent tiles. some of the stuff is hardcoded and some of it is in the actual default settings for map files.
  4. SpawnReloadRate= is used on the aircraft carrier and has to do with how fast the units get back into the carrier. the way that missiles and aircraft are spawned uses the same logic, but obviously the missiles dont return to the thing that fires them so the tag is set to 0.
  5. of course they would never change the game even though i know the current cncnet devs hate the meta faggotry of vanilla gameplay, but even if you did tweak the speed/ROT/acceleration of rhinos, they would still absolutely crap on everything but base defenses and battle fortresses head to head, so it should be fine i think. tho i agree with what the other guy said about allies being too stronk late game
  6. units have never gained veterancy when firing from a battle fortress, the experience has always gone directly to the battle fortress
  7. the threat rating system doesnt really work to let only certain units appear as threats to only certain other units. you could make it work by adjusting the warheads and armors since units cannot even target things if their weapons warhead has a 0% versus against the armor type of the enemy unit, but the number of armors there is ingame is hardcoded and you cannot add any in vanilla ra2 / yr
  8. give those mailboxes the Immune= tag so they dont get knocked out with a nuke
  9. learn how to make maps with cliffs anyways. use the framework mode (ctrl + f) and the depressed tile mode ( d key )
  10. McPwny

    INI files

    download XCC mixer and use it to open the mix files and extract rules.ini into your ra2 folder
  11. i suppose you could ini edit it. of course, you could also add a civilian power plant to the map outside of visible boundaries, too.
  12. the problem here is that the flak cannon has no power
  13. neutral 'civilian' house units and buildings will attack the players if they can, but JP ' special' house units and buildings wont. you probably have them set to the wrong house.
  14. so you make a trigger that looks like this and then you can double click on buildings and units and attach the tag that has the triggers name on it to every unit and building. players a,b,c,d,e,f,g,h are the players that spawn at 0,1,2,3,4,5,6,7,8 you need to have a trigger like this for each house on the map.
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