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Iran

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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 :)

 

Paradropping structures was originally only a glitch with reloading a skirmish mode save.  Iran's modified RA exe now allows it on purpose.  Those Nod turrets and actually all structures in C&C1 campaign missions were all placed in the map to start with.

 

But excellent find on that normal mission (scg07ea.ini, Sunken Treasure) having custom paradrops!  It doesn't actually change the @pinf teamtype Iran discovered is used by the paratroopers you automatically get from having an airfield, but it simply has triggers to bring out teamtypes of a badger carrying different things.

 

(Under teamtypes)

pbomb1=2,0,7,0,0,2,-1,1,BADR:1,1,0:10

paratr=2,0,7,0,0,8,-1,2,E1:5,BADR:1,2,1:8,0:1

baddrp=9,0,7,0,0,51,-1,4,E1:2,E2:1,E4:2,BADR:1,2,1:51,0:1

tm05=9,0,7,0,0,19,-1,3,E1:3,E4:2,BADR:1,2,1:27,11:14

sharv=2,0,7,0,0,19,-1,2,BADR:1,HARV:1,1,1:28

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Here's the test maps I used to make the video.

If they start with PS they require Iran's special RA exe

If they start with RD they are only for the stand alone mod game Red Dawn

If they start with RD and PS, put Iran's exe in your Red Dawn folder as it requires both.

 

You can get Red Dawn at: http://cnc-comm.com/community/index.php?topic=1588.0

 

Just designed for single player testing with Iran's trigger to give player 1 only paradrop and all map revealed.

 

AI players will only make use of custom paradrop while they possess an airfield (Or Adv Comm Center in Red Dawn).  The custom airstrike maps may not work well with the parastructures exe.  The speed boat map is designed for skirmish with no ai, because the four soldiers in the map will probably kill either you or the ai right away.

 

To take away map reveal and give all players the paradrop, open whatever map in notepad and replace that one trigger with:

[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

itrigair.mpr

testcamp.mpr

tstspdbt.mpr

psitrgdf.mpr

pststodd.mpr

tstodd2.mpr

rdtstdin.mpr

rdtstair.mpr

rdpstest.mpr

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  • 4 weeks later...

Found out a couple things:  Defining custom paratroopers without having any trigger to give people starting paratroopers does work.  Just make sure there's a blank line or more after its line in your mpr file because apparently RA stops parsing it when it reaches the last line.  I had backspaced so it was the last line and RA wasn't reading it.

 

You might be able to have APC's and transports come out, just not paradropped by a plane.  Changing the truck to a raptor I forgot to to change its passengers=1 to 0 and it wasn't being dropped.  Not realizing that at first, I set it to drop 3 of them.  It dropped the other dinos but instead of dropping the raptor, it just came running onto the screen to where I targeted.  So if you set it to drop 3 of whatever passenger carrying unit, one of them might come by itself to the target area.  This needs further testing to make sure one or two others aren't stuck off screen somewhere preventing that player from being defeated though.

 

Another thing to try is skip the badger bomber and just set the @PINF teamtype as a 1 APC and some infantry.  I'm gonna test this when I get time.  See if the APC just drives out to your target with the passengers.  And then of course test the transport ship with units.

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Well I haven't gotten any reliable results with having passenger vehicles.

 

Having APCs and some infantry you hear reinforcements have arrived but nothing comes out.

 

Adding a badger to the group, it sometimes works in weird ways.  In one test map, the badger drops the infantry, ignoring where you targeted and dropping them by an enemy unit or in the bottom right corner of the map, while zero to three of the empty APC's drive out onto the map, often heading down to the bottom left corner of map.  Trying it just Iran's test map with no enemies, the badger would drop troops where I targeted, and two of the three APC's would drive out.

 

Here's an example teamtype to test but passenger vehicles just aren't reliable for this.

 

[TeamTypes]

@PINF=1,0,7,0,0,100,-1,5,E6:3,E7:1,GNRL:1,APC:3,BADR:1,0

 

 

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