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Everything posted by Concolor1
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New Mission Map : Finnishing Moves (Allied Mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
How does it? Please explain, have you modified your Red Alert2 version. Its been played over and over for a month before release. I can't investigate it if you don't explain what occurred. My guess is that you've altered something in your RA2 folder. Nobody else who has played it has reported an error. -
Does Final Sun have variables? If it was Final Alert, it could be done like this. Write 3 Variable PP1, PP2, PP3 (Each is just my shorthand for Power Plant #) Write your first Trigger :Name Power Plant 1 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP1 Second Trigger: Name Power Plant 2 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP2 Third Trigger:Name Power Plant 3 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP3 Attach each of the above triggers to your 3 power plants, one on each, by selecting your powerplant on the map and attaching it via its info box. Next a Trigger to give you your required effect. Trigger Name: Obelisk Explodes Event 0;Local is set PP1, Event1:Local is set PP2, Event 2:Local is set PP3 (Note you can have a number of events to bring about a condition to spring your action) Action0: Do Explosion at waypoint, (you would have to place a waypoint under the obelisk), or Destroy attached building, (Id go for the latter). Id then select the obelisk and attach this trigger to it. So far as I know there is no way to supercharge your Obelisk, so you have to fake it with a animation at its location. Id of placed a waypoint under the obelisk and used an animation just as the powerplants were destroyed. Ive only ever used final Sun once, and as far as i recall, it has many of the features that Final Alert has. So I hope this gives you some guidance.
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Mission Map : Jungle Fortress (Alliedi mission, Yuri's Revenge)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
If your meaning the scientists, You have to keep the 3 in a group, and direct them towards the landing pad, (That means no Tanya with them), ----- It was written a long time ago. At the time it was the only way I thought I could evacuate them. These days id of done it differently. -
Once again Ive dusted down my PC and dug this one out for a playtest. (Well to grab some screenshots). It's one I wrote back in 2003, so Ive not altered anything. You can use a Modded Jungle Jim character in this one. Mission map for anyone running Red Alert2 , you will need the Yuris Revenge mission Disc. The Zip holds the all01umd.map file and the ra2.csf string file. Place these two files in the Westwood Red Alert2 folder. Then launch the game and select the Allied Mission. There is also a read me file and mini map included in the zip. Once your finished playing this mission simply remove both these files and the Red Alert Game will be restored. Editor: FinalAlert2 Created:11th April, 2003 Name: Jungle Fortress Size: 100x90 Players: 1 Theatre: New Urban To play this mission:Yuris Revenge mission disc required. Extract the contents of the winzip file into your Red Alert2 Directory.Launch the game,select new campaign for the Allies. The game will then launch. "You want a War?-----You got it!" --------------------------------------------------------------------------- Info: Once again were calling Tanya into the theatre of war. This time it's a rescue mission, and Tanya is going to be executing it! We have received a radio transmission from deep within the jungles of Africa. The transmission informed us of a secret Soviet base operating deep within the Jungle. Further more the source of this communication appears to be a small group of Russian Scientists who have been imprisoned within the walls of the base. Here they have been forced to work-on and develop a new Soviet defence system. The system from what we can understand is stealth based. This fact coupled with the location of the enemy base makes detection virtually impossible. However these three Russian Scientists have now expressed a wish to leave their Soviet masters, and have asked for our help in extracting them. The nature of these Scientists work makes them important assets to the allied war effort against hostile forces. We cannot allow the Soviets to develop this "Stealth technology", and must therefore recover the scientists and destroy the base. This will effectively deprive the Soviets of an important breakthrough and deprive them of its source. Tanya is on route, prepared as ever for battle, she will assist you in infiltrating the base, recovering the three Scientists and escorting them back to the Landing Zone. Once there we will send in a nighthawk to remove the Scientists from the combat zone, while sending in a MCV and reinforcements to aid you in the destruction of the Jungle Fortress! Objective 1: Destroy the forward Radar Array. Objective 2: Locate and Evacuate the defecting Soviet Scientists. Objective 3: Destroy the Jungle Fortress. Objective 4: Keep Tanya alive. Hints:Read on, Do not read these unless you are really stuck. 1>Send Tanya to the Radar array, destroying this causes two Tesla coils to powerdown. This is the entry point into the Soviet base for Tanya, all she has to do is time her moves correctly to avoid those patrolling telsa tanks! 2>Once inside the base its of paramount importance that Tanya keeps a low profile. Destroying any structures can lead to immediate retaliation! 3>Head to the East then North, in the general direction of the Soviet Scientists. 4>Once again plan your moves with care, the Soviets will send conscripts and Flak troops at you but that should be all. 5>Destroy the allied power-plant close to the Soviet Oil derricks, (North East corner), this controls the power to the Yuri Statue. Failure to do so will result in Tanya's demise. 6>Once rescued keep your Scientists together. Lead them back Keep them in a group of three as they approach the Nighthawk landing pad. 7>There are plenty of cash crates hidden in the game, beneath destroyed Tanks, Ruins, Flak cannons ect. 8>There is also a nuke crate hidden somewhere in the game. 9>My advice is to prepare for any air attack, the AI loves building Kirov's, but resorts to tesla tanks and Appoc's when it feels the need. 10>Beware the Chimps in Hard mode! 11>The Special "Jungle Jim" unit is trainable, but takes plenty of action to achieve, however once he's fully Elite, he is a force on his own! But he's not invincible! Ok so there u have it, A RA2md.CFS file has been added. This will overwrite any other RA2mdCSF.file which you may of installed in your RA2 Folder from previous downloaded missions.The file contains text which been altered in order to fit with the maps theme! Explanation: The ALL01umd.map file when placed in your RA2 folder preceeds the standard Yuris Revenge game disc missions. This means that the first mission played when the game is launched will be this mission. To restore your games original first mission simply remove the all01umd.map file from your RA2 folder. The RA2md.csf file contains the text for this mission, it also preceeds your game disc csf file. As above once you have finished playing this mission remove the RA2mdcsf.file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. Various slight moddifications have been added, all to keep in with this missions theme. The moddifications will not alter your original RA2 game. Finally a big thankyou to the following people who have given so much help in this field with their ideas and solutions...... Lion,(for hosting and supporting my work, a big thankyou for creating my own little section on his much loved and popular site "RADEN" ----- Give it your support! DeeZire,(for those unsupported script actions in this mission and help with the finer modifications.ArgCmdr,(who also writes mission maps,and took the time to explain how DeeZires script-actions,should be written. Wildefire for all the help shes given me in the past. The Map Guild,(thanks to everyone in the forums for suggestions and help, this site has now closed unfortunately). Cannis,(for outstanding help with the variables,very grateful in your time to explain these to me,and with all the moddification to the weapons. Also in his support and encouragement often going well out of his way to help and suggest ideas. And the great webpage he built for me on his site. Dark Desolator,(for invaluable help in the forums and for explaining to my why neon green shows up as black text---doh!), I still value that information even now..lol. Roadxkill,(probably long gone by now). RVMECH for his work in the RA2 community inspiring me with his own missions also for his latest work in creating downloadable script actions which I used to incorporate my name and credits into the mapfile itself, thanks for that its a great bonus. ,for his support in getting my work posted to. Cr@zyIvan & Miridor, can't leave them out. ArgComdr, for driving me on when I sometimes lose interest. Captdoom6,(for supplying the answers to the questions that I never asked) Appokares,Silverfox,Subzero46,Wardead,Almyghty,Hinheir,CBWhiz,Benianka,Aircraftkiller2001, and anyone else that I may of overlooked,thanks guys,a big thankyou also to the play testers whos time was spent going over the mission,thanks for your time and patience guys. ArgComdr, playtested this for me and informed me of a number of details which led to an improvement of the game. https://web.archive.org/web/20130329124341/http://www.cncgames.com/maps_ra2missions.shtml other missions available.....1> Signed & Sealed. (Allied RA2) 2> Temporal Exposure. (Allied RA2) 3> Soviet Stranglehold. (Allied RA2) 4> Prisoner of Conscience.(Yuri YR) 5> The Wolves of Winter. (Soviet RA2) 6> Fierce Intent. (Allied RA2) 7> Shock Tactics. (Soviet RA2) 8> Dominance in Mind. (Yuri YR) 9> Weathering the Storm. (Soviet RA2) 10> In Cold Storage. (Allied RA2) 11> Identity Crisis. (Yuri YR) 12> Terminal Lunacy. (Soviet YR) 13> Under Pressure. (Allied RA2) 14> Robot Revolution. (Allied YR) 15> Nuclear Winter. (Soviet YR) 16> Last Post. (Soviet RA2) 17> Day of the Desolators. (Allied RA2) 18> Engineered to Kill. (Allied YR) 19> Jungle Fortress. (Allied YR) 20> Company of Wolves. (Soviet RA2) 21> End of an Era, pt1 & pt2 (Yuri YR) 22> Moon Madness (TX Expansion) 23> Siege (TX Expansion) (Allied YR) 24> Wipe Out! (Allied RA2) 25> Foothold (Soviet RA2) 26> Viral Agent (Yuri YR) 27> Finnishing Moves (Allied RA2) 28> ????????? jungle_fortress.zip
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Errors can occur for a number of reasons, for example if your map is too big. If your using single player house triggers in multiplayer maps,(as they have to be neutral) ,messing with ini files. Trying to give multiplayer maps advantages to players.
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Author: Concolor1 Editor: FinalAlert2 Created:1st Oct, 2020 Name: Finnishing Moves Size: 130 x 110 Players: 1 Theatre: Temperate To play this mission:Red Alert2 Alied mission disc is required.(Unless you have the full game installed on your system.) Extract the contents of the winzip file into your Red Alert2 Directory.Launch the game,select new campaign for the Allies. The game will then launch. ------------------------------------------------- Finnishing Moves --------------- The Invasion of Finland is underway! Location Kuhmo - Finland. Info:Welcome to Finland commander, a country of verdant greenery and fresh water lakes. A country that shares a boarder, and that boarder is shared with Russia. This is an area of contention. As it is in one such location in this sparsly populated region where the Soviet's have broken through. At present they have just entered the piece of land which separates the two countries, a No-Man's-Land if you will. It is an area that is partitioned by mere wire fences and trees painted with yellow markers. The Soviet's have breached those fences and flattened those trees in an all out drive to take control of the area. Commander, such an incursion is no accident, these hostilities must be stopped. Even now the Soviet forces are building temporary bases and setting up defences as a staging area for their inevitable invasion. Commander take control of the Allied forces in the area. Stop this Soviet offensive, destroy their bases and if possible infiltrate their battle lab. Steal their technology to use against them and destroy their bases and forces completely. We have every faith that you will succeed in your mission - Good Luck! Objective 1:Destroy the Southmost Soviet base. Objective 2:Recruit a spy and infiltrate the Soviet Battle Lab. Objective 3:Build a Psi Commando. Objective 4:Destroy the Soviet Bases and forces in the area. Hints and Tips: Build your base quickly and defend it well. Use the many resources on the map. Crates can often be found by destroying certain targets. Do not allow your Construction Yard to be destroyed. Do not allow the Soviet Battle Lab to be destroyed before it has been infiltrated. This will also result in a fail. Keep an eye on your Harvesters, they have a habit of wandering. (Ive allowed this by ore placement). Search every corner of the map and look in every lake for hidden enemy units, - Have Fun. The best way Ive found is to build in this order, Power Plant, Barracks,(GIs), Ore Refinery 1, Ore Refinery 2, sell Ore Refinery 2, build Airforce Command then Patriot Missile defences, War Factory last, and so on. Send 2 tanks north, leave 2 south, just below your Conyard, reinforce both these tank groups with GIs, roughly 7-8. There are cash crates close by, good luck! If your game doesn't end theres every chance that there is a Squid somewhere. Hint, there are 3 Squids in the map. Hunt them with a Naval Unit and some Prism tanks at the edge of the shore. I went fishing with Tanya, and Chrono-sphered them onto land instead. Known Bugs: The Fog of War was active in this mission, but I switched it off as there is every chance that any Rocketeers will be shrouded by this. Mind controlled units would also vanish and fail to reappear unless discovered. (Its only through constant play testing Ive found a number of bugs with FOW, so although it can be active I've switched it off. If you do choose to turn it on use the editor FA2). To find lost units simply cycle through your Units to relocate them, or keep them in a selectable team.(That's only if you decide to switch it on by ticking 'shroud', in the final alert editor). (Fog of War isn't really for Red Alert2 its left over from Tiberian Sun, so you may see small graphical errors than vanish once in a while). Other bugs. the Ai went haywire and started sending a steady stream on Engineers to a bridge north. (Think that's now been stopped), other bridges worked ok, but later found one of the middle bridge huts couldn't be destroyed. The other was fine, and an engineer did repair it. You may see a partial stream of engineers heading for bridge huts, this is due to A - A cloning vat, giving the same instruction to its clone, and B- the distance each bridge is from a barracks.( The Ai sends more out until the bridge is repaired.) The Engineers will go into the huts either way. Ok so there u have it, A RA2.CFS file has been added. This will overwrite any other RA2CSF.file which you may of installed in your RA2 Folder from previous downloaded missions.The file contains text which been altered in order to fit with the maps theme! Explanation: The all01t.map file when placed in your RA2 folder preceeds the standard RA2 Allied game disc missions. This means that the first mission played when the game is launched will be this mission. To restore your games original first mission simply remove the all01t.map file from your RA2 folder. The RA2.csf file contains the text for this mission, it also preceeds your game disc csf file. As above once you have finished playing this mission remove the RA2csf.file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. Various slight modifications have been added, all to keep in with this missions theme. The modifications will not alter your original RA2 game. Many of which came from McPwny, whom I owe this mission to, as I bugged him constantly with suggestions and problems, thanks for your patience with me. Firstly a big thankyou to McPwny (as above), who has now taught me all about using Ai attacks. This has been a huge eye-opener and will add to your enjoyment of these maps. He's offered many suggestions, improvements and solutions to a great many questions. Thanks McPwny, your the key contributer to this and anything more that I decide to make. So the improved targeting by dreadnaughts, Kirovs and Ai scripting is down to McPwny, along with Bridge repair solutions, Flashing units,ai safe-distancing, play testing and a really useful debug tool. Ive learned alot in these past few weeks, things Id never considered in previous projects, it makes for one complex but rewarding game. Finally a big thankyou to the following people who have given so much help in this field with their ideas and solutions......many have now moved on, but they're not forgotten. Lion,(for originally hosting and supporting my work, a big thankyou for creating my own little section on his much loved and popular site "RADEN" ----- Greatly missed website, think its archived somewhere. DeeZire,(for those unsupported script actions in this mission and help with the finer modifications.ArgCmdr,(who also writes mission maps,and took the time to explain how DeeZires script-actions,should be written. Wildefire for all the help shes given me in the past. The Map Guild,(thanks to everyone in the forums for suggestions and help, this site has now closed unfortunatly). Cannis,Responsible for so much, in this mission note the ground shaking effects, well its his genius which gave birth to that idea, its also his "true", random triggers which enable the lightning strikes,on various maps I made making them truely unpredictable. I also want to mention the great webpage he made for my missions. Dark Desolator,(for invaluable help in the forums and for explaining to my why neon green shows up as black text---doh!), I still value that information even now..lol. Roadxkill,(probably long gone by now). RVMECH for his work in the RA2 community inspiring me with his own missions also for his latest work in creating downloadable script actions which I used to incorporate my name and credits into the mapfile itself, thanks for that its a great bonus. ,for his support in getting my work posted to. Cr@zyIvan & Miridor, can't leave them out. ArgComdr, for driving me on when I sometimes lose interest. Captdoom6,(for supplying the answers to the questions that I never asked). Appokares,Silverfox,Subzero46,Wardead,Almyghty,Hinheir,CBWhiz,Benianka,Aircraftkiller2001, and anyone else that I may of overlooked,thanks guys,a big thankyou also to the play testers whos time was spent going over the mission,thanks for your time and patience guys. Dark Sorpion, playtested this for me and informed me of a number of details which led to an improvement of the game, he also found the bugs..lol. Many of the above have now gone, it being almost 20yrs, but some names you may well recognise, either way their contributions live on in every mission, thanks guys. Finally thanks to Matze,for the FA2 utility,and the RA2 CSF Editor. Also thanks to Olaf Van der Spek for the XCC utilities which I used to extract the md.csf file. available at http://xccu.sourceforge.net/. Thanks again to DeeZire http://www.deezire.net/deezire8.htm ArgComdr's mission site http://yrarg.cncguild.net/ ra2ms2001's site www.mapmatrix.gamespage.com https://web.archive.org/web/20130329124341/http://www.cncgames.com/maps_ra2missions.shtml Missions 1> Signed & Sealed. (Allied RA2) 2> Temporal Exposure. (Allied RA2) 3> Soviet Stranglehold. (Allied RA2) 4> Prisoner of Conscience.(Yuri YR) 5> The Wolves of Winter. (Soviet RA2) 6> Fierce Intent. (Allied RA2) 7> Shock Tactics. (Soviet RA2) 8> Dominance in Mind. (Yuri YR) 9> Weathering the Storm. (Soviet RA2) 10> In Cold Storage. (Allied RA2) 11> Identity Crisis. (Yuri YR) 12> Terminal Lunacy. (Soviet YR) 13> Under Pressure. (Allied RA2) 14> Robot Revolution. (Allied YR) 15> Nuclear Winter. (Soviet YR) 16> Last Post. (Soviet RA2) 17> Day of the Desolators. (Allied RA2) 18> Engineered to Kill. (Allied YR) 19> Jungle Fortress. (Allied YR) 20> Company of Wolves. (Soviet RA2) 21> End of an Era, pt1 & pt2 (Yuri YR) 22> Moon Madness (TX Expansion) 23> Siege (TX Expansion) (Allied YR) 24> Wipe Out! (Allied RA2) 25> Foothold (Soviet RA2) 26> Viral Agent (Yuri YR) 27> Finnishing Moves (Allied RA2) 28> ????????? Finnishing Moves.zip
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Mission Map : Last Post (Soviet Mission, Yuri's Revenge)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Fortunately any new missions won't have off-map spawning reinforcements, all down to yourself and helping me out with the next release, which i've been play-testing over the weekend. The Ai certainly improves things no end. Always interesting to hear how people win these maps. Thanks again! -
Mission map for anyone running Red Alert2 Yuri's Revenge, you will need the Yuri's Revenge mission Disc. The Zip holds the sov01umd.map file and the ra2md.csf string file. Place these two files in the Westwood Red Alert2 folder. Then launch the game and select the Allied Mission. There is also a read me file and mini map included in the zip. Full list of credits and hints along with more information in the read me file, special thanks to McPwny on this for invaluable assistance. Once your finished playing this mission simply remove both these files and the Red Alert Game will be restored. Author: Concolor1 Editor: FinalAlert2 Yuris Revenge Created:1st Dec, 2002 Originally Created for one of those sites now long gone. Ive decided to upload it once again. Name: Last Post Size:80x100 Players: 1 Theatre: Desert To play this mission:Yuris Revenge mission disc required. Extract the contents of the winzip file into your Red Alert2 Directory.Launch the game,select new campaign for the Soviets. The game will then launch. Info: A small Soviet outpost located deep in the Sahara desert has been attacked! All contact has been lost, but the final reports told of troops going AWOL into the desert and acting as if controlled by another force. We suspect that Yuri may be responsible for this atrocity. However we have since been able to establish contact with one solitary engineer who had set-up camp far enough away from the base to avoid detection. He has been told of the situation and has now confirmed the presence of Yuri's forces in the area. We want you to guide him safely back to the ruined Soviet base where he's to effect repairs and re-establish control. It will then be down to you commander to avenge the loss of our comrades and level all of Yuri's bases out in the desert. Do not fail us! Objective 1: Guide your Engineer back to the Soviet Base. Objective 2: Destroy all of Yuri's Base's in the area. Ok so there u have it, A RA2md.CFS file has been added. This will overwrite any other RA2mdCSF.file which you may of installed in your RA2 Folder from previous downloaded missions.The file contains text which been altered in order to fit with the maps theme! Explanation: The Sov01umd.map file when placed in your RA2 folder preceeds the standard Yuris Revenge game disc missions. This means that the first mission played when the game is launched will be this mission. To restore your games original first mission simply remove the Sov01umd.map file from your RA2 folder. The RA2md.csf file contains the text for this mission, it also preceeds your game disc csf file. As above once you have finished playing this mission remove the RA2mdcsf.file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. Hints: I found this one fairly easy, simply send your Engineer North-West to the Soviet base, control is gained as he enters the area, grab those three Crates as you enter. I took out the Top base First, followed by the Lower Western one, then the Larger Bottom one. Be ready for a rescue mission as you pass the Green Enemy Base to the west. Use Kirov's, Terror Drones and Flak Tracks. Beware of Yuri's mind control units. Plenty of cash crates and oil derricks about. Various slight moddifications have been added, all to keep in with this missions theme. The moddifications will not alter your original RA2 game. other missions available.....1> Signed & Sealed. (Allied RA2) 2> Temporal Exposure. (Allied RA2) 3> Soviet Stranglehold. (Allied RA2) 4> Prisoner of Conscience.(Yuri YR) 5> The Wolves of Winter. (Soviet RA2) 6> Fierce Intent. (Allied RA2) 7> Shock Tactics. (Soviet RA2) 8> Dominance in Mind. (Yuri YR) 9> Weathering the Storm. (Soviet RA2) 10> In Cold Storage. (Allied RA2) 11> Identity Crisis. (Yuri YR) 12> Terminal Lunacy. (Soviet YR) 13> Under Pressure. (Allied RA2) 14> Robot Revolution. (Allied YR) 15> Nuclear Winter. (Soviet YR) 16> Last Post. (Soviet YR) 17> Day of the Desolators. (Allied RA2) 18> Engineered to Kill. (Allied YR) 19> Jungle Fortress. (Allied YR) 20> Company of Wolves. (Soviet RA2) 21> End of an Era, pt1 & pt2 (Yuri YR) 22> Moon Madness (TX Expansion) 23> Siege (TX Expansion) (Allied YR) 24> Wipe Out! (Allied RA2) 25> Foothold (Soviet RA2) 26> Viral Agent (Yuri YR) 27> Finishing Moves (Allied RA2) 28> ????????? Finally a big thankyou to the following people who have given so much help in this field with their ideas and solutions.Lion for the pages he made on his No1 site "RADEN" for my missions and support. Cannis who also took the trouble to build my very own section at the map guild a great site in it's own right. DeeZire,(for those unsupported script actions in this mission and help with the finer modifications.ArgCmdr,(who also writes mission maps,and took the time to explain how DeeZires script-actions,should be written. Cannis,(for outstanding help with the variables,very grateful in your time to explain these to me,and with all the moddification to the weapons, offering numerous suggestions and help.) Roadxkill,(for inspiring me with his own missions)RVMECH,for his support in getting my work posted,yet another great mission builder. Cr@zyIvan, Cannis and Dark_Desolator for all their help with the weapon moddifications. Captdoom6,(for supplying the answers to the questions that I never asked) Appokares,Silverfox,Subzero46,Wardead,Almyghty,Hinheir,CBWhiz,Benianka,Aircraftkiller2001, ArgComdr and anyone else that I may of overlooked,thanks guys,a big thankyou also to the play testers whos time was spent going over the mission,thanks for your time and patience guys. Finally thanks to Matze,for the FA2 utility,and the RA2 CSF Editor. Also thanks to Olaf Van der Spek for the XCC utilities which I used to extract the md.csf file. Last Post.zip
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Many thanks, is this TX expansion compatible with the original version from 2004? If so Ive two missions that I wrote way back then that have working tunnels ect, which I could upload in the forums.
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Well worth a download, with plenty of surprises, some of which I've never seen before.
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I'll stick with the Ai for now, and see if I can fix this myself. It gives me a little longer to turn it into something, as there's lots of loose ends with regards to the win conditions. what with me keeping adding stuff too. Great shame about the Radiation, I was hoping to do something different with a separate colour. Has given me the glimmering of an idea for another project though. Searched through a few forums for this and saw nothing which made me think it was a no go. As for the Paradrop, hmmmm, guessing adding a paradrop to a separate building is just going to give me the same troops too if its owned by the same house as the Airport. I'll have a think about that. Once again thankyou. If you would like a look at it, I've now got a basic full mission, that runs ok. Ive still got variables to add, along with sounds, texts, crates ,detail and bridge repair triggers. Ive fixed up a second cargo plane that repeats on a building exists/not exists trigger. My only bug on that is it needs directing to a waypoint. Your probably going to scream at me if you see what Ive done.☠️
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I'll stick with the Ai for now, and see if I can fix this myself. It gives me a little longer to turn it into something, as there's lots of loose ends with regards to the win conditions. what with me keeping adding stuff too. Great shame about the Radiation, I was hoping to do something different with a separate colour. Has given me the glimmering of an idea for another project though. Searched through a few forums for this and saw nothing which made me think it was a no go. As for the Paradrop, hmmmm, guessing adding a paradrop to a separate building is just going to give me the same troops too if its owned by the same house as the Airport. I'll have a think about that. Once again thankyou.
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Im having some success, but it seems that after an initial onslaught there's a lull in attacks, (More a yawning chasm), is this because I started dictating conditions as to what team is being built? (Does that interrupt the ai, so it stops?) Couple of non related questions, is it possible to have two radiation colours on a single map? I know how to change the colour, but was wondering if it can be duplicated so you could have a second colour for another use, just by ini editing. Oh and if I don't work it out by trawling through the rules, im thinking 'pilot' or crewed, can I have a mixed paradrop without two planes flying overhead from the tech airport. I could fake it with the cargo plane maybe?
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Mission Map : Weathering the Storm (Soviet mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Amazing! Great work on 53 and 54. That would mean surrounding a building with Celltags, (just almost as good, providing the Unit doesn't get killed before it enters. Im guessing that placing a building directly onto a celltag, voids that celltag from working. -
Mission Map : Weathering the Storm (Soviet mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
This gets more and more interesting. I ought to run a side project of test each and every trigger so there's an example of what does work in RA2 and what does not. Is there a list of these working actions that aren't in the editor? (Unless your refering to the YR ones of sending tanks to Tank Bunkers, Units to Garrison ect? Thanks for the quick test, bit of an afterthought after I wrote a disable/enable trigger for my objective. Least the building does not exist trigger works. I only ever used Finalsun editor once. It kinda killed it for me not being able to add texts at the time. There was a mission kicking around, I wrote. At the moment my Ai seems to be building teams in order. it has a preference for terrordrones though. -
Mission Map : Weathering the Storm (Soviet mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
I might be a bit too novice for your creative hub, just yet. but thanks for the invite. -
Mission Map : Weathering the Storm (Soviet mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Oh right thanks for explaining that, I guess one of the keywords I read into it was 'Lottery', implying it was more down to chance that Ai when it came to creating teams. However now youve given me a much better idea of how it, 'should', work least it gives me more insight and a rough idea of how I should be translating an idea with the editor. Once again thanks. Completely off topic ive discovered that Event 2 Spied Upon fails to work in RA2 as does Event 53 and 54 respectively Spy Entering as House and Spy Entering as Infantry..... both would of been fun to work with, but Ive found a work around. As an afterthought, can a building be modified so it can be entered by a Spy but not an Engineer? Spyable=yes Capturable=false would this work or do both spy and engineer use the same capture logic when it comes to entering a building? Your asking RaVaGe, about the Weighting not working Im guessing here. -
Do Base Nodes stop Action 125 Build Building at?
Concolor1 replied to Concolor1's topic in RA2/YR Maps
And still I didn't give up, I swapped the '10' for a '0', to see if that would make it work, I swapped the Building name for the number on the list along with it. So I think Ive now tried everything, and eliminated that Action for RA2. Next one Ive found not working is an Event Spy Enter as infantry. Just doing a little each day adding things , its slowly taking shape. Still got a load of others I need to upload. -
Do Base Nodes stop Action 125 Build Building at?
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Your quite right, although the action is in the FA2 (original release) editor, it does nothing. I've just been experimenting. Interestingly enough 01000022=1,125,10,20,0,0,0,0,I it gives a number to the building. '20', --- but changing this to NALASR, made no difference. It fails to fire. So no having tried a number of permutations it looks like it doesn't work in the standard RA2 game. Base Nodes it is then...... -
Mission Map : Weathering the Storm (Soviet mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Just been going over this amazing cataloging of pretty much everything, , are there tutorials on 'Weighting', or is this something you just knock 100 off and experiment with yourself. Also it says Weight: sets the weight of the team at the start of the map. should always be less than max and more than min , yet the set-up always displays the same weight as the WeightMax, as seen in the example (shouldn't it just under this if Im reading it right?). Noticed this tiny typo. 124.... should refer to undoes trigger action 123. Never the less an impressive summery of everything 123) Mind control base of... all buildings owned by the house specified will change house to the owner of the trigger 124) Restore mind controlled base to... undoes trigger action 124 and restores "mind controlled" buildings -
Hi, Ive just come up yet another action that should work, but now does not. I know it works on a YR Single Player Mission because Ive used it. However now it comes to repeating the action on a Red Alert 2 map.....it doesn't work. The Action 125 Build Building at..... (Waypoint & Building type from dropdown list). Ive tried different Events, and re-written the Trigger under a couple of different conditions. Ive looked at the coding in word, and all appears as it should. My only thought now is that the inclusion of Base Nodes on the map may have cancelled this action. Is this a known issue? Here's the coding from the problem map. RA2 01000147=5,125,10,NAFLAK,0,0,0,0,AR,125,10,NAFLAK,0,0,0,0,AS,125,10,NAFLAK,0,0,0,0,AT,125,10,NALASR,0,0,0,0,AU,125,10,NALASR,0,0,0,0,AV 01000152=4,17,0,48,0,0,0,0,A,112,0,48,0,0,0,0,AW,80,1,01000151,0,0,0,0,AX,53,2,01000147,0,0,0,0,A 01000157=1,125,10,NALASR,0,0,0,0,BF And here's the code from one that works, YR. 01000093=3,125,10,TESLA,0,0,0,0,BC,125,10,TESLA,0,0,0,0,BB,11,4,A24,0,0,0,0,A Aside from the building type nothing seems amiss Could this be an example of the Code requiring the Waypoint Number rather than the two Letter code? As the Waypoints are 43,44,45,46 and 47. And I don't see those but do see the number '10', repeated.
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Mission Map : In Cold Storage (Allied Mission)
Concolor1 replied to Concolor1's topic in RA2/YR Maps
Fun map that's not too demanding. Plenty of hidden crates, no base building required. Just added the screen shots. -
Ok I understand, yes I keep going back to that guide. Now Ive a more practical idea, I'll read it again, so something should stick.☺️
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So the second or third houses need identical Base Defence Teams, or just Base Defence teams set to the same Max=. Im gonna have to write all this down, lol