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It probably works with every Red Alert version. The game checks for a @PINF teamtype, if it can't find it it creates a team with 5 E1 and a Badge Bomber set to target waypoint 100. The game sets the cell for waypoint 100 to the target cell  of when you use the paratrooper superweapon.

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I tried to see what and how it worked but it kicked an error in RAED. Somthing about the trigger or teamtype it dosn't under stand. I did use the  teamtype @PINF but can't tell it to attack waypoint 100 so the game is droping the @PINF teamtype at the AI base in skirmish mode.

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  • 1 year later...

Hehe...  Here's something high-larious!

 

In this version target the water...

 

For editing this in RAEd, I just open it in notepad change the waypoint 100 in the teamtype to 10.  And after editing in RAEd, I change 10 back to 100 in notepad again.

 

If you want to try giving this to everyone in a multiplayer game here's the triggers to paste into your map.

A trigger in the beginning of the game is required for the altered teamtype to take effect and it stays in effect when you build your own airfield to get paratroopers again.

 

[Trigs]

para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

irantrigm.mpr

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Did some more testing.  You cannot drop a transport ship or an APC.  It just doesn't drop the APC and with transport ship it doesn't care what else is specified, it just drops parabombs instead.  If you're dropping naval units you must target water and it drops them near the shore.  I tried a combination mammoth tank and destroyer.  With a combo you must target the water to drop any and it drops naval and land units on the edge of the shore that is traversable by neither and when you  start to move them they snap to where they can move.  Not what's left to test is if this and just plain bringing out transport ships as reinforcements can bypass the cap of 100 naval units.

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Some good results with naval units:  This bypasses the 100 vessel cap and also having a constant trigger bringing out reinforcements of transports every certain interval also bypasses it.  The AI in skirmish gets ships this way.  And a funny development: A plane was going to drop off my ships where I targeted and the AI's destroyer and missile sub fired on it.  The plane responded by suddenly veering toward them and dropping my ships around them.

 

Difficulties: You want to target the water right by a beach.  Depending on the spot, the plane might fly back and forth a while until it drops them all.  Rocky coasts are no good and plane just keeps flying back and forth until it's shot down.  So when implementing this in a map, you want all your coastlines to be landable beach.  When adding teamtypes and triggers and resaving in RAEd, it sometimes reorders things and messes it up someway that makes the RA crash with the map.  So anytime you go to modify it in RAEd, back up your working file to somewhere in case RAEd breaks it.

 

Here's two working settings of teamtypes/triggers:

 

[TeamTypes]

trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

@PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0

 

[Trigs]

para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1

para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1

para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1

para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1

tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1

para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1

para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1

tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1

 

[Tutorial]

1=Target the water by a beach with Paratroops or ParaShips

 

That one drops all five different attack units.  And also for each player has a transport containing a V2 come randomly from anywhere at the top of map to waypoint 8.  Of course I don't have it set to deploy so the V2's don't just all kill each other in a central location.  So the transport sits there containing it.

 

Now here's another working example that transport contains a V2, an artillery, and a flametrooper(which is changed in Lunar Battle Field rules or my XO combined with Lunar):

 

[TeamTypes]

trans1=12,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans7=18,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans4=15,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans2=13,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans8=19,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans6=17,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans3=14,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

trans5=16,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8

@PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0

 

[Trigs]

para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1

para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1

para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1

para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1

tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1

para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1

para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1

tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1

 

[Tutorial]

1=Target the water by a beach with Paratroops or ParaShips

 

 

Whatever version you use I suggest having longer charge time rules

[Recharge]

Paratrooper=11

 

And for custom tutorial text you'll need this under the map section [basic]

UseCustomTutorialText=yes

 

Now here's a broken version of the teamtypes(probably not so much the triggers) that crashes RA and I have no idea why.  (If RAEd moves @PINF up in the order that's definitely a crash).  I got a working version again by deleting @PINF and redefining it in RAEd and of course changing its starting waypoint to 100 in notepad again after.  So don't use this version:

[TeamTypes]

trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

@PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0

 

[Trigs]

para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1

para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1

para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1

para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1

tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1

tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1

para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1

para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1

tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1

 

[Tutorial]

1=This version crashes!

 

 

And here's obvious reorder by RAEd that causes a crash:

[TeamTypes]

trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

@PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0

trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8

 

[Trigs]

para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1

para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran8=2,19,0,0,13,-1,120,0,-1,0,7,8,-1,-1,0,-1,-1,-1

tran2=2,13,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1

tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1

tran1=2,12,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1

tran5=2,16,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1

para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran3=2,14,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1

para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1

tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1

 

 

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Got a hilarious glitch with reloading a save game...  In map where I have it set to drop all five different attack vessels, instead of the missile sub in the water, it dropped a flame turret on land!! ...and then the four other vessels in the water.  Base defense structure floating down with a parachute ha!

 

Unfortunately I haven't been able to repeat that or make it drop any structures on purpose.  I wanted to drop a civilian house and say we're not in Kansas anymore.  I tried to set it to drop the flame turret on purpose and it wouldn't work.  The results I got was the plane flying just dropping five parabombs or flying back&forth dropping nothing or it not even coming out.  Saving or loading savegames crashes often.

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I managed to repeat the glitch a couple times and got a video.  It actually builds with sound effects as it drops!  Do you have a way to cut the first 3 min 24 sec off a FLV file (and some off the end of it) or do you want an already trimmed WMV file that has an annoying translucent replay converter advertisement across the bottom of the whole video. 

paratower.png.c42266a7ddba334e9fcb2f7c01c6a445.png

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Heh heh!  Glad you like it.

 

Editing in notepad and changing something to FTUR simply didn't work for me.  As I said:

Unfortunately I haven't been able to... ...make it drop any structures on purpose.  I wanted to drop a civilian house and say we're not in Kansas anymore.  I tried to set it to drop the flame turret on purpose and it wouldn't work.  The results I got was the plane flying just dropping five parabombs or flying back&forth dropping nothing or it not even coming out.  Saving or loading savegames crashes often.

Maybe there's a way.  I just don't know it.  BTW, where is a copy of the latest version of your experimental ra95.exe with new triggers and specification of additional things?

 

Anyway here's a googledrive link to the video I submitted on the official video thread: https://drive.google.com/folderview?id=0B34aFcuymc7cdjBZcXU1RG1FMVE&usp=sharing

 

 

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There's probably some hard-coded checks not to use BuildingTypes when reading in taskforces.

 

Or it just doesn't consider buildings at all.

 

EDIT: Yeah it doesn't consider buildings. I can probably patch it in, seems to be easy LOL. So you can use buildings in teamtypes and paradrop them

 

AUTO:00560660                     mov     edx, offset asc_005F11CE ; ",:"
AUTO:00560665                     mov     ebx, eax
AUTO:00560667                     xor     eax, eax
AUTO:00560669                     call    strtok_
AUTO:0056066E     ; ---------------------------------------------------------------------------
AUTO:0056066E                     mov     edi, eax
AUTO:00560670                     mov     eax, ebx
AUTO:00560672                     xor     edx, edx
AUTO:00560674                     call    InfantryTypeClass::From_Name(char *)
AUTO:00560679                     cmp     al, 0FFh
AUTO:0056067B                     jz      short loc_00560687
AUTO:0056067D                     movsx   eax, al
AUTO:00560680                     call    InfantryTypeClass::As_Reference(InfantryType)
AUTO:00560685                     jmp     short loc_005606C4
AUTO:00560687     ; ---------------------------------------------------------------------------
AUTO:00560687
AUTO:00560687     loc_00560687:                           ; CODE XREF: AUTO:0056067Bj
AUTO:00560687                     mov     eax, ebx
AUTO:00560689                     call    UnitTypeClass::From_Name(char *)
AUTO:0056068E                     cmp     al, 0FFh
AUTO:00560690                     jz      short loc_0056069C
AUTO:00560692                     movsx   eax, al
AUTO:00560695                     call    UnitTypeClass::As_Reference(UnitType)
AUTO:0056069A                     jmp     short loc_005606C4
AUTO:0056069C     ; ---------------------------------------------------------------------------
AUTO:0056069C
AUTO:0056069C     loc_0056069C:                           ; CODE XREF: AUTO:00560690j
AUTO:0056069C                     mov     eax, ebx
AUTO:0056069E                     call    AircraftTypeClass::From_Name(char *)
AUTO:005606A3                     cmp     al, 0FFh
AUTO:005606A5                     jz      short loc_005606B1
AUTO:005606A7                     movsx   eax, al
AUTO:005606AA                     call    AircraftTypeClass::As_Reference(AircraftType)
AUTO:005606AF                     jmp     short loc_005606C4
AUTO:005606B1     ; ---------------------------------------------------------------------------
AUTO:005606B1
AUTO:005606B1     loc_005606B1:                           ; CODE XREF: AUTO:005606A5j
AUTO:005606B1                     mov     eax, ebx
AUTO:005606B3                     call    VesselTypeClass::From_Name(char *)
AUTO:005606B8                     cmp     al, 0FFh
AUTO:005606BA                     jz      short loc_005606C6
AUTO:005606BC                     movsx   eax, al
AUTO:005606BF                     call    VesselTypeClass::As_Reference(VesselType)
AUTO:005606C4
AUTO:005606C4     loc_005606C4:                           ; CODE XREF: AUTO:00560685j
AUTO:005606C4                                             ; AUTO:0056069Aj ...
AUTO:005606C4                     mov     edx, eax
AUTO:005606C

 

AUTO:004537B4    StructType BuildingTypeClass::From_Name(char *) proc near

 

AUTO:00453A6C    BuildingTypeClass & BuildingTypeClass::As_Reference(StructType) proc near

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Couple more things I found out while working on a single player vs AI (with possible AI teammates) skirmish map:

When giving the AI (a multi# that the slot is selected to be AI) paratroopers (or spyplane), it will only use them if it has an airfield.  So in my multiplayer map, that the AI was making use of paraships, it had built an airfield first.

Using the trigger to give repeating weapon only works for anyone if they already possess the building that generates the weapon (Works if you set tech level of the weapon to 99 to normally disable it, so you can give it to just an AI or a certain multi# player).  My map gives a couple things only to the computer and disables them for the player.  Or another purpose is if you want it scripted so the player has to accomplish something to get the special weapon/ability that belongs to a building.  People more experienced with making single player missions probably already know some of what I'm saying.  But one point I said in an earlier post that it is required to have a trigger give paratroopers for the custom paradrop to take effect instead of just being 5 rifle infantry.

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  • 2 weeks later...

I did a whole bunch of crazy things and just put together a video masterpiece on crack:

https://www.youtube.com/watch?v=7UKU3UhmwLo

 

Playing with parastructures, I found it's a little glitchy and it drops some different ones in place of ones you want.  I could drop a variety of buildings but the only base defenses were the flame tower, tesla coil, sam site, and the gap generator if you count that.  Trying to drop others resulted in radar domes and construction yards and stuff.  Some things crash the game.  Civilian houses were also mixed up.  I worked around it to do some silly stuff.  I'll probably upload some of my goofy maps I made for this video sometime later.

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Wow. This is just totally crazy. Nice work! I know that in RA1 allied mission 7 (scg07ea) USSR gets a HARV via paradrop. But paradropping actual buildings is really, really crazy. Explains why Nod has turrets scattered all over GDI campaign maps :)

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