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Concolor1

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  1. Yes it built both base defence teams. I now have a little understanding. Unclear on weighting ect, But I guess I'll get more into that as I get comfortable with this cleaner method of bringing Units into the field. Once again thankyou for taking all this trouble and time to explain it all, its going to be a while before this current project is finished, but you will be the main contributing factor in it's completion once its done.
  2. Ok yes I understand. So Ive now written two Base defence teams, one consisting of a few Flak Troops and Conscripts, the other of 3 Rhino Tanks. Both are scripted to move to own buildings. Ive written the Ai triggers for this and altered the AI trigger to Action 13 instead of 3. Fingers crossed I'll go see what happens. Many thanks again. So here's what it did. It produced the First Team that was left alone, the Conscripts with the Engineer. It then produced the Base defence team, with the Flak Troops and Conscripts. That was all, no Rhino's. The Cuba Base I left alone and it did what it was told to. I'll go look at my trigger again. --- My bad I hadn't altered the 0 house owns the conditions field.
  3. Just looking through it now. Im still unclear as to the reasoning behind this Condition being Great than or Equal to, meaning, the base has to own '1' of this building to make the team, so you find the building in the drop down list. In my case NAHAND the Soviet Barracks? That right, shouldn't it need power too? Hang on your says Tech type, mine says Unit type.
  4. Ok I see some of the problem here. As I was using the original Final Alert2 editor. Its not got the Ai Triggers it only has the Trigger Enabling feature. Only the Final Alert YR has.
  5. Ok, here it is in a very basic form, no Locked input, No scrolling, its just the Player and 3 Ai teams, one of which does its own thing with the MCV despite being told otherwise. I may end up just forcing Russia to build it. You will see there are a few Ai teams and triggers. All buildings produce their Units and follow their scripts, that's not a problem. I just can't get my head around what exactly isbasedefense means, and why it needs it? The patrols belong to the third house, (possibly why the MCV sat on Waypoint 16 just deployed instead of following its script. all01t.map
  6. Well its sort of working, but I don't really think the Ai has a hand in it. You see I turned off the global Ai, so the Ai now just produces its harvesters, and builds its structures. No random units are produced to defend its base. It builds the teams I tell it to, but only if I instruct it to in a trigger, by using the Action 4 create team..... (It creates the team, the team follows its script and thats it). Literally, the Ai does nothing else, no other units are produced. Is this what Im aiming for?
  7. Thanks McPwny Im starting to get my head around it a little now, and Id like to understand it so keep trying different ideas just to see what works and what doesn't , it certainly makes for a more 'random', game. Never quite knowing what's coming for you. At the moment the only thing that gets me is the wait. The AI seems to take a fair amount of time building these complicated teams, only to send them out and get destroyed by an enemy Unit that just happens to get lucky. It also sent a single Kirov, by the time it got to me Id built enough SAM sites to bring down a fleet. Map size is 130 x 110. Having added the Global AI would I have to delete each team to remove it, or might it be simpler to start from scratch and never initiate it. (Assuming Im understanding that Global AI is AI trigger types Enable? This wouldn't be hard as Ive not done that much.
  8. Ive started looking into this McPwny, Ive had some success, but do have a few questions that may confirm or add new information with regards to allowing the AI to control its House. First off Im using the original Final Alert, as Im not doing anything with YR. Would I be better off using the YR editor and just setting it to Red Alert2? Would this give me more options, just a thought. Secondly, Ive got the AI House Russia to produce Units, however I did initiate the 'Use own AI Triggers', option. So of course its happily running its own teams across the map and ignoring the scant Units I told it to build. Third one. I set up a second Enemy house, however for some reason the Pre-placed MCV failed to follow the waypoints in script and simply went for the Deploy and success. At first I though this could of been a problem in the waypoint path, (a blockage, or too narrow a channel). However on placing the MCV next to its deploy spot, that's just what it did, deploy. It then went on to produce its base node buildings, but stopped at producing Units. Given that the MCV was the only Unit belonging to House Cuba on the map, does it still confuse the AI? Would I be better off simply placing a Con Yard. I understand that if I want patrols ect they must belong to a 'Third House', so no to confuse the AI. I'll just ally them, ensuring the conditions exist for a win. However if I were to force the third side to 'change house', at some point would that upset the AI also?
  9. Having gone through this again, I can honestly say I found it hard and frustrating. So here's a little help. Firstly there's lots of money hidden in crates. You just have to find those crates. Destroy the Water Tower to the North, a Pill Box in the GI camp close by, Pipes in the South East by the Soviet Radar Tower, one by the Engineers and another towards the West which appears when Garrisoning a building. There's more hidden around the map. There is also a Reveal All Crate hidden in the park to the East, i think you have to destroy the park benches for that. Here's a trick Id long forgotten about. Once Yuri is free, use him to mind control a yellow Bus. Its great for driving through the Allied base, and you can put Units inside it, like the Engineers. Then they are undetected. (Use the Flak Troops that lurk around a northern building to protect Yuri from air assults). One annoying think is the repeating Prism Tanks that appear out of nowhere, down by the Soviet Conyard. I ought to take a look at that as it makes little sense ,(I think they were supposed to Chrono in),and causes the mission to become intensely difficult.(Build two telsa coils and keep an eye on them to hold back the attack). There are some Tesla Tanks located to the west, your best grabbing these with the Yellow Bus on route to the Nuclear Power Plant. Use them to knock out a couple of those Prism Towers by the Ore Purifier, otherwise risk loosing the reactor as you capture it. Prepare to defend it well with sentry guns. Another hint, is in the map title, stick to using Tesla Tanks, and capture that airport to the north to gain some much needed Tesla Troops. Building a Tech lab is only going to bring you trouble. Its challenging but rewarding if you beat it.
  10. Ive sorted it then, new upload holds the screenshots above, which is why its a little bigger. Thanks once again, always fun discovering how ppl approach these.
  11. Lol - that wasn't how I envisaged anyone playing this, however in doing so you've raised a valid point. (Like the ingenuity of killing the slaves, as it is a great short-cut). I take it that by adding CanBeOccupied=no to the Pyramid, will sort that fail out? Yeah I expected most players to run the gauntlet of allowing the Pyramid to be destroyed, then slogging it out from there. Without giving away what happens, (note the absence of pictures on that score), the ensuing chaos can be stopped. Then everything returns as it was, so no need to rush.
  12. 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:30th Aug, 2020 Name: Viral Agent Size:80x90 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: Our great all seeing Master Yuri, has become aware of a Soviet presence in the heart of the Libyan desert. Here the Soviets are engaged in excavations. For the Red Army have captured many of Yuri's minions and taken them to the Soviet dig in the desert. What they hope to gain by raiding tombs is possibly a new technology to aid them in their war efforts, or there may be treasures to boost their war chest. Who knows what secrets lie hidden beneath the scorching desert sands. Yuri wants any new technologies for himself, and the easiest way to achieve this is to deprive the Soviet's of their workforce and then to disrupt their operations - permanently. It is for this reason that our great and powerful leader has dispatched a single unit to this location. As one lone unit is all that is needed to bring an end to the Soviets and their excavations, and to release Yuri's brethren from their cruel red state oppressors. Use your Viral agent wisely, enter the Soviet dig and bring chaos to all who will not submit to the will of Yuri. Nothing can go wrong. Yuri will be watching....as always. Objective 1: Rescue Yuri's slaves imprisoned by the Soviets. Objective 2: Destroy all traces of the Soviets in the area. Objective 3: Keep your Virus agent alive. Ok so there it is, 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. Various slight modifications have been added, all to keep in with this missions theme. The modifications will not alter your original RA2 game. other 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> Finishing Moves (Allied RA2) Viral Agent.zip
  13. Just reading it now, amazing stuff, never knew how the action 104 Flash Team should work, having tried and failed with it before, after reading this I have you to thank for the solution.
  14. Oh Im well pleased with that, thanks for sticking with it. It gives a number of solutions for getting this action to now work. Despite some odd iterations that have cropped up on previous maps. Now I can move on finish this project and then look into the AI building on the next project, thanks McPwny. Ok not related and not an issue at the moment ,Ive found a problem with Siege Choppers not following scripts actions, deploying, self destructing ect. Is this known about?
  15. Might as well not read the above, Ive solved it. For some reason it now reads only letters. No idea why, first time Ive ever had to do this. But Ive tested it and it works.
  16. Ive tried the AI , trouble Is Ive written too much on the current map, Ive units standing around that belong to said house ect, its all very complicated. What I shall do now is incorporate it into the next one and start with simply that before I add anything else. That way I can keep checking it. Ok I know you don't want to hear it, but Back to the 90 Lightning strike at waypoint. Heres and example of Weathering the Storm. - This works. 01000032=2,90,0,35,0,0,0,0,AJ,54,2,01000032,0,0,0,0,A 01000034=2,90,0,36,0,0,0,0,AK,54,2,01000034,0,0,0,0,A 01000036=2,90,0,37,0,0,0,0,AL,54,2,01000036,0,0,0,0,A 01000038=2,90,0,38,0,0,0,0,AM,54,2,01000038,0,0,0,0,A 01000040=2,90,0,0,0,0,0,0,AN,54,2,01000040,0,0,0,0,A Here's an example of Robot Revolution - This also works, (However the waypoints don't appear now, or can be seen in the editor, but they do strike multiple points across the map, just played it). 01000285=2,90,0,0,0,0,0,0,BN,54,2,01000285,0,0,0,0,A 01000287=2,90,0,0,0,0,0,0,BE,54,2,01000287,0,0,0,0,A 01000289=2,90,0,0,0,0,0,0,BF,54,2,01000289,0,0,0,0,A 01000291=2,90,0,0,0,0,0,0,BZ,54,2,01000291,0,0,0,0,A 01000293=2,90,0,0,0,0,0,0,DW,54,2,01000293,0,0,0,0,A Now here's my current map. The lightning strikes did once hit other points, but now all hit Waypoint '0'. Note the waypoints are seen here, in the text oddly enough. However the two letter code is absent. 01000223=2,90,0,89,0,0,0,0,A,54,2,01000223,0,0,0,0,A 01000225=2,90,0,13,0,0,0,0,A,54,2,01000225,0,0,0,0,A 01000227=2,90,0,21,0,0,0,0,A,54,2,01000227,0,0,0,0,A 01000229=2,90,0,64,0,0,0,0,A,54,2,01000229,0,0,0,0,A 01000231=2,90,0,14,0,0,0,0,A,54,2,01000231,0,0,0,0,A 01000233=2,90,0,15,0,0,0,0,A,54,2,01000233,0,0,0,0,A 01000235=2,90,0,19,0,0,0,0,A,54,2,01000235,0,0,0,0,A 01000237=2,90,0,18,0,0,0,0,A,54,2,01000237,0,0,0,0,A 01000239=2,90,0,14,0,0,0,0,A,54,2,01000239,0,0,0,0,A How would I find the waypoint 2 letter code? As it appears that could be the key to it not firing. Think I may have a solution is Waypoint A = 0 and Waypoint 25=Z waypoint 13 would be N, 14=0 15=P ect I'll try it.
  17. Ok thanks Ive downloaded this to look at. Really appreciate the expertise on this. As for the Lightning strikes, looks like I may of installed that patch on the other system too. Only way I can sort this is to go through it step by step. Ive a third system I can install the editor on. This could also be a theatre issue, as I was writing it on a desert map. Either way I'll look at the AI. BTW you say pre-placed units will jam things up. Are you saying I can't set up patrols, or have any units on the map that are on area guard ect?
  18. Well for a start having gone in at looked at my triggers my Auto AI for Russia was actually set up for Cuba. No idea why, maybe because I swapped player Control halfway through making the map. Or maybe because I wanted to disable Russia, Ive not a clue, but Ive resolved that now. Ok so im roughly following what you say. Ive picked a Taskforce of say 4 Conscripts. Ive added a Script, Ive created a team, and ticked base defense and prebuild. Ive then written a trigger that enables the Ai to begin auto production. What have I missed? Russia has a Barracks along with power and a harvesters. Should I be going for a create team trigger, or am I stupid enough to think the AI is going to do all this for me? I looked at General in the rulesmd. It reads MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) MaximumAIDefensiveTeams=2,2,2 This means nothing to me....lol (Im guessing Ive missed out an entire obvious tutorial here. Ive got the strangest feeling I should be looking at the Auto Ai prebuilds list somewhere. Just swapped my lightning strike triggers around off to play test and see what happens. Oh this just gets better and better! Regarding the Lightning Strikes. Ive altered the waypoints, makes no difference. So by way of a control Ive gone to another mission called Robot Revolution. Now This has over 100 waypoints, but I know that the lighning strikes several waypoints across the map, and Waypoint 60 is a certainty. So I opened up said map in the YR Editor, whats it read? They all read they hit waypoint '0'. So I looked at it in wordpad, that reads '0' as well. Yet when you play the map it works. When I last looked at this map I never altered what the lightning strike triggers did. Strangely enough both versions the original 2003 release and the 2020 redux read '0' in wordpad, how strange. Im now concluding, (could be wrong), that something has altered what the editor reads, when they added the last patch. If I can see the waypoints on my laptop which has the old editor version on I think, then I'll have discovered the cause.
  19. Well that solves the Lightning Strikes at waypoint issue then. Guess its gone un-noticed all this time as so few ppl ever messed with Mission maps with waypoints over 100. Thankyou for confirming this. I'll simply have to shift a few waypoints around and alter a few scripts until the numbers work. Ok back to the AI doing bugger all. What I maen to say is. The AI has the buildings, but aside form producing a single Harvester it appears to do nothing else. It doesn't produce Infantry, (The example Im using is one Im messing with at the moment and Yuri V Soviet set-up). I was wondering if thats because the player has but one single unit to start with and captures structures as they play. So because the AI doesn't see an obvious threat it does nothing. Now if I think back to 'Wipe Out!', ( A Allied V Russia map in RA2), one I put together earlier this year, I clearly recall the War Factory spitting out tanks and the Barracks creating Infantry, with simply the Auto Production begins trigger being fired. There is however a clear threat in this one as the player has the Full Tech 10 structure tree, and has a Construction Yard.
  20. Well this is certainly something Ive never persued. I'll have a look into all of this as Im now interested on how it would play out. Im busy decorating at present, but when I get time to sit down I'll follow through and do something as you've suggested. Ive already got a map made on another system, for later in the year so I'll use it on that and see how it goes. Looking forward to it. All suggestions and advice are gratefully recieved, as Ive realised lots of information could be lost if its not available. Im still confused about this lighting strike at waypoint trigger, as it keeps hitting '0'. Despite the trigger instructing it to hit another waypoint. (Im going to have to disable the whole lot and go through it one by one.) Its just a thought but the lightning at waypoint would still work on waypoints above 100 wouldn't it? in the FA2 YR editor, as im now wondering as ive used 200+ waypoints and I know I should be able to use 700.
  21. McPwny, appreciate you looking at it. I was written some years ago. Do you think the AI would do a good job? It only seems to build certain team types, and then sends them directly at the player in my experience. Although AI auto production is enabled, often the AI does little to nothing. So Ive never trusted it to do what Its supposed to do. Wouldn't that make me lazy if I relied on it? Where as scripted teams and triggers Ive found to be far more devious, sneaking Nighthawks in, sending Seals on covert missions whilst other diversions go on across the map. Then of course the unexpected ambushes. Its just my view, its not gospel, and I can be swayed. The current mission Ive been writing appears to have all kinds of anomalies going on with the triggers. For a start, the AI builds bugger all, despite having the resources to do so. It simply can't see a threat. The Lightning strikes, hit the same waypoint '0', despite having been through the triggers and viewed the thing in wordpad Im stumped as to why, or even whats firing it. Oh and not to mention the so called 'Allied', slave that whacks the Virus on the back of the head with a shovel every time she walks past it. Yes the house is allied, the Houses are spelt correctly and the ',' are in the right place. Its a mystery. Right now only the Lightning strike concerns me, its never been told to hit waypoint '0', yet thats where it strikes. --- mystery!
  22. Whoops , deleated download zip while editing and adding screenshots. Ive re-uploaded it further down the page.
  23. Mission map for anyone running Red Alert2 , you will need the Allied mission Disc. The Zip holds the all01t.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. Author: Concolor1 Editor: FinalAlert2 Created:8th April, 2020 Name: Wipe Out! Size: 70x60 Players: 1 Theatre: Temperate To play this mission: Allied mission disc is 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. Deeply entrenched in the mountainous region of the American state of Wyoming, a mysterious signal has been detected. This signal has Soviet based algorithm's. Naturally an Allied scouting party was dispatched into the area. At 0600 hours contact was lost, however scrambled messages, of Soviet defences, and constructions were heard before the link was severed. With such a message we have little option but to respond with the full Allied force and technology at our disposal. We cannot have even a trace of a Soviet incursion in the American heartland. An Allied MCV has been dispatched to the area along with a small defensive escort. Construct a base, take advantage of the resources in the area and destroy the Soviet infestation in the field. We cannot afford to have a wolf in our pen!Good Luck Commander and welcome back to the fight.... Objective 1: Destroy the Soviet Base and Forces in the area.. There u have it, its been some 20 years since I wrote one of these, so this is nice and simple. Its a mission for a novice, or someone that simply wants to enjoy using the full might of the allied side, without timers or other complicated side missions. Written in Lockdown, (no I wasn't) and prompted by casually looking up my work and discovering many of the sites that hosted it were closed. I decided to refresh what I could recall and return to writing a mission. I still have all my notes and missions so it wasn't too difficult to make a return, and contribute to a community that 20 years on still enjoys these games. Concolor1 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 all01.map file when placed in your RA2 folder precede the standard 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 all01.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 RA2.csf file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. other 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) Wipe Out!.zip
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