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Everything posted by McPwny
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most mods use the same launcher as cncnet to launch their mod as well as support multiplayer, but im not sure exactly how to set up a custom version of the launcher. probably some people in the modding community would know more
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i never messed with it a whole lot, but what i do know is that the countries and sides are all hardcoded in. engine extensions like ares are supposed to remove the limitations and let you add more countries; though it looks like you are working with the cncnet client files though, which runs on vanilla meaning it isnt possible. though i hear cncnet has been experimenting with adding the engine extensions, im not sure where that project is at or if its implemented or not. maby someone that keeps up with the client updates can say more about it.
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they are talking about red alert 2, not red alert 1
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the highest speed setting on cncnet is basically as fast as your cpu will let the game play. not really meant to be used in a match, but useful for testing purposes and such
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CnCNet Client Beta - Lots of exciting updates, testers please come forward!
McPwny replied to Grant's topic in Red Alert 2
aww snap they actually did it, its actually happening. -
you could try working on a mapset for some developing mod since your so proficient with the technical facets of map scripting. people might even pay for it
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the directions on the idle and cheer are used. it just makes it so the sprites dont look like they are awkwardly jerking around between facings at the end of an animation
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from what i recall from memory: loadable: if the team has a transport, this flag says whether or not it can be loaded full: if the teams is a harvester, this says that the harvester should be pre-loaded with ore annoyance: tells the AI to keep re-filling this team no matter what (dont use this xd) guard slower: just makes it guard slower recruiter: when this team is made (via trigger action 4, or via ai triggers), it will attempt to recruit units that are set to recruitable cargo plane: when used with trigger action 7, makes the team spawn in a cargo plane that drops the units at the team's 'waypoint' whiner: might be obsolete but its supposed to alert the AI similar to the way attacking a miner does i think loose recruit: pretty sure its obsolete aggressive: makes the team scan for enemies more frequently and actively engage enemy units suicide: tells the team to basically ignore any enemies and just beeline towards its objective autocreate: ive heard it said this has to do with niche recruitment cases but im pretty sure its an obsolete holdover from older games prebuild: pretty sure its obsolete reinforce: like annoyance, but if the team gets completely destroyed the AI stops trying to refill its units ontransonly: if the team is spawned, all units will be spawned inside a transport avoidthreats: makes the team act like a harvester and pathfind around perceived threats ion immune: was used in ts to keep units from being effected by ion storms areteammembersrecruitable: this works along with 'recruiter', and the whole priority-based recruitment logic transportsreturnonunload: not that reliable, but after unloading units the transport goes back to its previous waypoint and gets kicked from the team isbasedefense: tells the AI that this is a basedefense team for the whole basedef team AI logic thing. onlytargethouseenemy: not sure about this one honestly
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try asking on ppmforum if you still havent figured it out. ppmforum is more modding-oriented while cncnet is more mapping-oriented
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weird. in that case, i dont know what the mapper did to the map to make that happen
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likely someone turned off the global AI for the map and hand-made the new AI from scratch. its likely that they didnt bother to make and add an allied AI since the map was not meant to be played like that. if thats the case the AI will only create a base and also a few ore miners as miners are coded in different than AI teams.
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the crates spawn at random spots, and player location doesnt change anything. the minimum number of crates defaults to 1 and goes up 1 for every human player. a bug causes most crates to spawn at the map edge in ra2.
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tibetid wow thats a blast from the past. most everyones been editing rules.ini in a text editor instead since forever... anyways, im pretty sure that it goes off of the primary weapon, adjusted with the tag DeathWeaponDamageModifier= defaulting to 1
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sounds like whoever wrote that map made a custom AI for the map but didnt write an AI for the soviets which means basically that soviet houses on that map wont build any units but harvesters. only way to get soviet AI working in the map would be to open the map file and write in a soviet AI from scratch
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fun fact: if you use a chronosphere to teleport an mcv into an invisible lightpost, the mcv will disappear and the game will be unendable
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i just beat the allied campaign, which was also outstanding. i particularly like the nuke truck mission. i did notice that the AI on the 'hive' mission was bugged and it continually produced only slave miners from its factory. by the time i got to the enemy base, there was probably a hundred slave miners just sitting there
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i played it and it was fun.
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How to export Red Alert 2 and YR maps to picture (png, jpeg, etc...)
McPwny replied to daniel14's topic in RA2/YR Maps
use the map rendering tool to render a map. go into the settings of the map renderer and tell it to export a copy of the map image as .png; then you will have a full sized image of the whole map to work with for your board game. -
its a curious thing that tunnels even work at all without the proper terrain types. tunnel tiles are supposed to have a special tunnel terrain type on the cells that the tubes are linked to as well as a reference in the theater .ini file. they will play an enter cursor when you hover over them and units will pathfind through them automatically when told to move to the other side... i wonder if you placed the tubes on some normal terrain, if the units would still enter if told to go to that cell
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i mean that the actual .TMP tile in the game might be bugged. I used to make tiles, and i noticed that westwoods original tunnel tiles in the vanilla game were configured wrong and would not actually work as tunnels, for temperate at least. popular terrain expansion patches fix these issues, but in vanilla they wont work, and cncnet may not have ever updated the tunnel tiles. if thats the case, then maby a person could talk the devs into patching in working versions of those .tmp tiles.
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hmm so long as 1- the tubes are drawn correctly like in the picture 2- the tunnel ends are on the same elevation 3- the tunnel tiles themselves are configured properly it should work. when you select a unit and hover the cursor over the tunnel tile, does it display an enter symbol, or does it display the normal mouse cursor?