Iran Posted October 30, 2013 Share Posted October 30, 2013 Play this map in multiplayer with one player. Also works in single player. ;-) Check what happens when you change the team type to be 3 Hinds. ;-) irantrig.zip Link to comment Share on other sites More sharing options...
Allen262 Posted October 30, 2013 Share Posted October 30, 2013 Okay haven't see any thing like that in RA before with the paradrop.... Link to comment Share on other sites More sharing options...
Iran Posted October 30, 2013 Author Share Posted October 30, 2013 Works with 3.03 too. Link to comment Share on other sites More sharing options...
Allen262 Posted October 30, 2013 Share Posted October 30, 2013 I tested with the old 3.03P-I BETA2 Link to comment Share on other sites More sharing options...
Iran Posted October 30, 2013 Author Share Posted October 30, 2013 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. Link to comment Share on other sites More sharing options...
Allen262 Posted October 31, 2013 Share Posted October 31, 2013 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. Link to comment Share on other sites More sharing options...
Jacko Posted October 31, 2013 Share Posted October 31, 2013 waypoints go from 0-99 waypoint 100 is the place you click when you drop the paratroopers Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 RAED gives an error because the @PINF script uses waypoint 100, and it only parses waypoints 0..99 (which are the only valid ones). I had to use a text editor to set the waypoint to 100. Link to comment Share on other sites More sharing options...
Eisengeist Posted June 5, 2015 Share Posted June 5, 2015 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 Link to comment Share on other sites More sharing options...
Eisengeist Posted June 6, 2015 Share Posted June 6, 2015 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. Link to comment Share on other sites More sharing options...
Eisengeist Posted June 13, 2015 Share Posted June 13, 2015 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 Link to comment Share on other sites More sharing options...
Eisengeist Posted June 18, 2015 Share Posted June 18, 2015 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. Link to comment Share on other sites More sharing options...
Iran Posted June 22, 2015 Author Share Posted June 22, 2015 Can you make a video? Sounds hilarious! Might be a cool video for the CnCnet YouTube channel. Link to comment Share on other sites More sharing options...
Eisengeist Posted June 24, 2015 Share Posted June 24, 2015 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. Link to comment Share on other sites More sharing options...
Iran Posted June 24, 2015 Author Share Posted June 24, 2015 Just show the video LOL Link to comment Share on other sites More sharing options...
Eisengeist Posted June 25, 2015 Share Posted June 25, 2015 https://www.youtube.com/watch?v=o91YudRBq5E Link to comment Share on other sites More sharing options...
Iran Posted June 25, 2015 Author Share Posted June 25, 2015 Holy fuck that's hilarious LOLLLLLLLLl Isn't it possible to do this just by defining a flame tower as teamtype for the @PINF? Link to comment Share on other sites More sharing options...
Eisengeist Posted June 25, 2015 Share Posted June 25, 2015 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 Link to comment Share on other sites More sharing options...
Iran Posted June 26, 2015 Author Share Posted June 26, 2015 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 Link to comment Share on other sites More sharing options...
Iran Posted June 26, 2015 Author Share Posted June 26, 2015 Enjoy: https://www.dropbox.com/s/dausdg0w4mvton9/ra95_paradrop_buildiings.exe?dl=0 Code: https://github.com/Iran/ra303p-iran/blob/master/src/teamtype_buildings.asm Link to comment Share on other sites More sharing options...
Eisengeist Posted June 30, 2015 Share Posted June 30, 2015 HA HA HA HA! Awesome, thanks. I made it paradrop a flame tower and tesla coil on purpose. Just gotta make sure I build enough power plants first, heh. Link to comment Share on other sites More sharing options...
Eisengeist Posted July 1, 2015 Share Posted July 1, 2015 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. Link to comment Share on other sites More sharing options...
Eisengeist Posted July 15, 2015 Share Posted July 15, 2015 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. Link to comment Share on other sites More sharing options...
Iran Posted July 15, 2015 Author Share Posted July 15, 2015 Nice video. Yeah I noticed it too, it doesn't always drop the right building and with some buildings (e.g. barrels) it crashes. Link to comment Share on other sites More sharing options...
Tschokky Posted July 17, 2015 Share Posted July 17, 2015 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 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now