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Cameos for units that are unbuildable

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I'll check what the game tries to load with a debugger, no worries. Thanks a lot for doing these Allen!

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Thanks again. There's a bunch of buildings that are normally unbuildable too, is it possible through RULES.INI modding to make it worth building them (i.e. giving them a function?).

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Not a lot.

 

The General could be usefull but it has the auto evac when loaded on to a Transport Helocopter. If the auto evac could be removed from the General for Skimish/Multiplayer it could be used as a Cammando. The auto evac is used for mission so the logic need to be shut off for Skimish/Multiplayer only.

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I have it as a global RULES.INI keyword.

 

49. Added a new global RULES.INI keyword EvacInMP= (yes/no) under the [General] section , when enabled GNRL and Einstein get evacuated if they enter a Chinook in multiplayer. If disabled this doesn't happen. Enabled by default to stay compatible with 3.03 online.

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Enabled by default to stay compatible with 3.03 online.

Would that actually desync unless someone modded in a gnrl or Einstein and actually loaded it into a chinook, though?

 

Or would it just desync from the moment anything is loaded into a chinook?

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No. GNRL and/or Einstein evac by default. The key has to be added to the rules or map for the game to change.  If some one adds the key to there rules the whole game becomes incompat and if added to a map. The map is given to all players.

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No, I'm asking what exactly makes it incompatible. What makes it unsync if the setting is different at both sides, if the units that trigger it are never accessible in normal MP games anyway?

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It only desyncs when you play on a map with those units and they get loaded into a Chinook.

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