Allen262 Posted November 13, 2013 Share Posted November 13, 2013 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. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted November 23, 2013 Share Posted November 23, 2013 with this I guess it's finally goodbye to arda lol Link to comment Share on other sites More sharing options...
Allen262 Posted November 23, 2013 Share Posted November 23, 2013 Still in ruff shap over all. The tanks can't be APC, Ships still need work as the turrents are not working right yet. Buildings are stuck at 2x3. Link to comment Share on other sites More sharing options...
Iran Posted November 23, 2013 Author Share Posted November 23, 2013 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. Link to comment Share on other sites More sharing options...
Allen262 Posted November 23, 2013 Share Posted November 23, 2013 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. Link to comment Share on other sites More sharing options...
Iran Posted November 23, 2013 Author Share Posted November 23, 2013 You'll have to ask CCHyper about it. He fixed a bunch of modding issues in private builds of HyperPatch, including the BuildConst issue. Link to comment Share on other sites More sharing options...
Allen262 Posted November 23, 2013 Share Posted November 23, 2013 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. Link to comment Share on other sites More sharing options...
Iran Posted November 24, 2013 Author Share Posted November 24, 2013 It does work. Link to comment Share on other sites More sharing options...
Allen262 Posted November 25, 2013 Share Posted November 25, 2013 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= Link to comment Share on other sites More sharing options...
Nyerguds Posted November 25, 2013 Share Posted November 25, 2013 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". Link to comment Share on other sites More sharing options...
Iran Posted November 25, 2013 Author Share Posted November 25, 2013 BuildingsGetInstantlyCaptured= (yes/no) is a house specific option like Color= and Country= Link to comment Share on other sites More sharing options...
Allen262 Posted November 25, 2013 Share Posted November 25, 2013 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= Same with NoBuildingCrew= and AllyTheNeutralHouse=? Link to comment Share on other sites More sharing options...
AchromicWhite Posted December 20, 2013 Share Posted December 20, 2013 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 Link to comment Share on other sites More sharing options...
Allen262 Posted December 20, 2013 Share Posted December 20, 2013 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. Link to comment Share on other sites More sharing options...
Riddler Posted March 15, 2015 Share Posted March 15, 2015 You need this exe: https://dl.dropboxusercontent.com/u/21865790/ra95.exe The link doesn't works Link to comment Share on other sites More sharing options...
Allen262 Posted March 16, 2015 Share Posted March 16, 2015 This code has since been added to the man CnCNet 5 ra95.exe Link to comment Share on other sites More sharing options...
Riddler Posted March 16, 2015 Share Posted March 16, 2015 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)? Link to comment Share on other sites More sharing options...
Allen262 Posted March 16, 2015 Share Posted March 16, 2015 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. Link to comment Share on other sites More sharing options...
Eisengeist Posted March 21, 2015 Share Posted March 21, 2015 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. Link to comment Share on other sites More sharing options...
Allen262 Posted March 21, 2015 Share Posted March 21, 2015 I'm not surprised that SecondaryColorScheme doesn't work in multiplayer map. It would be confusing if 2 players had the same color units. Link to comment Share on other sites More sharing options...
Eisengeist Posted March 21, 2015 Share Posted March 21, 2015 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. Link to comment Share on other sites More sharing options...
Allen262 Posted March 21, 2015 Share Posted March 21, 2015 I know but there is likey no way to just fix that key to single player sides (USSR,Greece, etc). Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 22, 2015 Share Posted March 22, 2015 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 Link to comment Share on other sites More sharing options...
Eisengeist Posted March 22, 2015 Share Posted March 22, 2015 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. Link to comment Share on other sites More sharing options...
Eisengeist Posted March 25, 2015 Share Posted March 25, 2015 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. Link to comment Share on other sites More sharing options...
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