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McPwny

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Posts posted by McPwny

  1. thats the armory logic from tiberian sun that still works in red alert 2 but is unused. if i remember right, the armory has bugs if you dont give it a rally point which is probably why they used it with a cloning vat. it should work with barracks too, but it will cause the AI to make double infantry if it owns one.

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  2. 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.

  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. 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

  5. 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

  6. ive floated the idea of letting cncnet read maps from dedicated .mix files which would let an author pack in small assets like a few voxels, cameos etc, art.ini to the cncnet dev(s) and we all know its possible since the chinese already use a similar idea in their multiplay maps, but the cncnet codebase in maintained by like 1 guy these days and that same 1 guy also works on other community projects.

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  7. you need to make sure that the game modes you want the map to be are checked when you save the map, and then you need to manually change the map file extension from the default .yrm/.mpr to .map. after that, put the .map file into the custom maps folder in your ra2 directory and it will get loaded ingame and you will also be able to file transfer it to others in cncnet lobbies which you host.

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