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Posted

Heli Trooper sounds awful

then again reminds me of the rocketeer from RA2

 

That was kind of what I was trying to do but the game keeps sending Heli Troopers back to the Helipads to reload even if they have unlimited ammo.

 

http://www.speedyshare.com/8hayJ/ra95crash-midgame.dmp

 

Mid-game crash, cause unknown (no particular action taking place, nor new unit/structure being built at the time of crashing).

 

Use of Name= and/or Image= will cause game crashes.

  • 2 weeks later...
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Posted

Don't expect much soon, got some other stuff to deal with it and I want to fix the last few bugs in PortableRA/ra303p. Once that's done I can focus on adding modding features.

Posted

I know your working on Tib Sun and Tib sun looks good on the outside but it is really missing that modding flexibility. I saw a few new non-working keys in the .exe like the instant capture building.

Posted

You'll have to ask CCHyper about it. He fixed a bunch of modding issues in private builds of HyperPatch, including the BuildConst issue.

Posted

TS needs a butt load of work like all of the Build*type*=, Prerequisite*type*= and the lower part of ; hack section.  While RA1 is quite nice as it is but for the AI dosn't build ships. The instant capture building was somthing I see in your RA95.exe but didn't work.

Posted

I was testing keys so I could make an updated rules.ini that had all of the new keys listed. I found a cluster of key in the RA95.exe some I know how and what they do others not so much.

 

; I know how these two work and have the info on what to use to make them work in maps but don't know if they work in rules as I haven't goten around to testing that yet.

Colour=

Country=

 

; No idea how they are used and did not try to test.

Color=           ; should work like Colour=?

SecondaryColorScheme= ; should work like Colour=?

 

;I tired the basic yes/no and True/False but didn't work for the Foward Comand Center [FCOM] in the rules or being placed on a building in a map.

BuildingsGetInstantlyCaptured=

NoBuildingCrew=

AllyTheNeutralHouse=

Posted

Allen: "BuildingsGetInstantlyCaptured" is about buildingS, plural, so I assume it's a general option, not a building option.

 

SecondaryColorScheme, if done like in C&C1 v1.06, should mean "colour to use on the buildings of this House, and on the MCV and Harvester".

Posted

SecondaryColorScheme, if done like in C&C1 v1.06, should mean "colour to use on the buildings of this House, and on the MCV and Harvester".

 

That is what I thought but haven't tired to mess with it yet.

 

BuildingsGetInstantlyCaptured= (yes/no) is a house specific option like Color= and Country=

 

homer-doh.jpg

 

Same with NoBuildingCrew= and AllyTheNeutralHouse=?

  • 4 weeks later...
Posted

Pretty sure you still have to get the players to get the new .shp files.

 

Is there a way to make a separate mix mix file containing all the new units being added?

Also, can I make the new units purely in a map file?

(So that someone playing the mod can just download an extra .mix which wont effect their stock game, and is used when using a specific mod map)

 

  -Liam

Posted

As I said the .shps will need to go into a expand##.mix. I don't know if

 

[unitTypes]

0=*NAME*

 

can be used in maps. You will have to put it into a map and see.

  • 1 year later...
Posted

This code has since been added to the man CnCNet 5 ra95.exe

Just got it. And used Allen262's rules.ini as a template. But sad that you still can't edit much of the stuff (ships, planes, defensive structures, etc.). Does Iran plan to continue his work (very useful, anyway)?

Posted

He did but I know some real life things got in the way and he was/is working on geting Tib Sun on CnCNet. Tib Sun is on CnCNet now but I have no idea how his real life things are going.

Posted

Apparently SecondaryColorScheme=(# of color) doesn't work in a multiplayer map.  At least it didn't for me.

 

But what did work is this:

 

[uSSR]

Allies=Germany

 

[Germany]

Allies=USSR

 

And then I placed Russian buildings and Germany units/infantry (In a map for Red Dawn where Germany is gray) to mimic the look of Nod forces.

Posted

I was just trying to color computer controlled units and structures within the map.  In an area of the map away from the players I'm mimicing appearances of GDI, Nod, Allies, and Soviet forces.

Posted

the color remap stuff is currently missing on cncnet5 btw, not sure how it was working tho .. but back when he had it there were some maps with black/white buildings so it seems to work in multiplayer

Posted

Did some more testing.  Apparently SecondaryColorScheme= in an mpr does work playing from RA's actual skirmish menu rather than CNCnet5's, but only for computer controlled stuff placed in a map.

Posted

Apparently I was mistakened and Colour= and SecondaryColorScheme= do work through cncnet5.  I thought Secondary is for buildings when it's for changing the units independently and I got mixed up.

 

EDIT: But of course it only affects computer units/structures placed in the map and not AI players or human players as far as I know.

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