mrgreenno1 Posted November 14, 2013 Share Posted November 14, 2013 Hi! I have made my own mod and there is general Stavros in it. The problem is this: once i place Stavros in the transport helicopter the helicopter starting to fly away beyond map =) so it is relly problematic to load the helicopter with 5 generals... every time it flyes away i bring it back and... loop))) There should be a trigger for that. in rules.ini i found only this: ; Run away (possibly leave the map). [Retreat] Recruitable=no Retaliate=no Rate=.1 thanx Link to comment Share on other sites More sharing options...
Nyerguds Posted November 14, 2013 Share Posted November 14, 2013 I'm not sure if Retreat is used; it's a leftover from Dune II, where it was basically a unit command to make it return to the first position where the unit appeared on the map. It was also used for the Area Guard command (which was only used for preplaced units), as command to execute after the guarding unit had destroyed its target. I think Civilian Evac is a completely different thing, though. And anyway, as far as I know it's hardcoded behaviour, triggered by loading specific infantry units that are set to need evacuation. It has little to do with the actual command the chinook actually executes at that moment. The logic that would need to be adapted is what makes the Chinook switch to that command, not the behaviour of the command itself. Link to comment Share on other sites More sharing options...
Iran Posted November 14, 2013 Share Posted November 14, 2013 It's hard-coded behavior. You can't change it unless you run the ra303p patch and enable the RULES.INI setting to not do civilian evac in MP. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 14, 2013 Author Share Posted November 14, 2013 It's hard-coded behavior. You can't change it unless you run the ra303p patch and enable the RULES.INI setting to not do civilian evac in MP. Yes i run 3.03 ver. I have serached rules.ini as well but didnt find any evac things there =( only the one i have shown in the first post. OK since i cannot change chinook behaviour maybe i can change unit stats as normal or as tanya have? when i load Stavros in chinook its loading bar is orange and when for example you load tanya its red... for usual infantry its green. if change stavros stats? how do i do that? thanks Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 14, 2013 Author Share Posted November 14, 2013 I will try to rename this character in the mix file... Link to comment Share on other sites More sharing options...
Nyerguds Posted November 14, 2013 Share Posted November 14, 2013 Yes i run 3.03 ver. I have serached rules.ini as well but didnt find any evac things there =( only the one i have shown in the first post. 3.03p is not the same as normal 3.03. It's a patch made by Iran. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 14, 2013 Author Share Posted November 14, 2013 i have tryed it with 2.00 ver and with 3.03p as well. same thing everywhere. so what should i look for in rules.ini? p.s. renaming didnt help Link to comment Share on other sites More sharing options...
Allen262 Posted November 14, 2013 Share Posted November 14, 2013 With 3.03p or the Iran patch you should be able to add [General] EvacInMP=no to the map it self. EvacInMP= is not in the rules since it is new key added by Iran. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 18, 2013 Author Share Posted November 18, 2013 With 3.03p or the Iran patch you should be able to add [General] EvacInMP=no to the map it self. EvacInMP= is not in the rules since it is new key added by Iran. It is working =) Thanx Where can I find the list of the new keys\commands that Iran made? Link to comment Share on other sites More sharing options...
Allen262 Posted November 18, 2013 Share Posted November 18, 2013 Afraid Iran dosn't have a master list that I know of. That is one thing I would like to make if he hasn't yet. I knew this key as I asked about this logic and it was added to the rules.ini that CnC Net 5 uses. (The spawn.xdp) There is 2 more keys added in the spawn.xdp FixAIParanoid=yes ; This fixes the Paranoid= key that failed to work. FixAISendingTanksTopLeft=yes ; Stop AI from grouping all of it tanks at the top left of the map. You can also change the side and color of a Country. This was done as fix for some single player missions. This is done in the map. Ex: [Greece] Credits=20 TechLevel=10 Allies=USSR Colour=2 ; colour Red Country=3 ; country England. This also is used for scoring on the score screen. So If you change the country to a Soviet country and you are Greece during a mission than all of the units and buildings lost will be counted as Soviet losses on the score screen once you win the mission. Country= 0 - Spain 1 - Greece 2 - USSR 3 - England 4 - Ukraine 5 - Germany 6 - France 7 - Turkey 8 - GoodGuy 9 - BadGuy 10 (0x0A) - Neutral 11 (0x0B) - Special 12 (0x0C) - Multi1 13 (0x0D) - Multi2 14 (0x0E) - Multi3 15 (0x0F) - Multi4 16 (0x10) - Multi5 17 (0x11) - Multi6 18 (0x12) - Multi7 19 (0x13) - Multi8 Colour= 0 - Yellow 1 - Blue 2 - Red 3 - Green 4 - Orange 5 - Gray 6 - Teal 7 - Brown/Dark Red Link to comment Share on other sites More sharing options...
Jacko Posted November 18, 2013 Share Posted November 18, 2013 Country=3 ; country England. This also is used for scoring on the score screen. So If you change the country to a Soviet country and you are Greece during a mission than all of the units and buildings lost will be counted as Soviet losses on the score screen once you win the mission. Oh wow I didn't know that was a thing Also IIRC using Colour=8 would give you a black colour Link to comment Share on other sites More sharing options...
Iran Posted November 18, 2013 Share Posted November 18, 2013 8 - White (not fully done) 9 - Black (not folly done) 10 - Flaming blue Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 18, 2013 Author Share Posted November 18, 2013 2 Allen262: is there any particular place where in spawn.xdp should i put "FixAIParanoid=yes" and "FixAISendingTanksTopLeft=yes" or in any place? Link to comment Share on other sites More sharing options...
mrgreenno1 Posted November 18, 2013 Author Share Posted November 18, 2013 One more question here. Is there any way to change HE warhead explosion animation? I really like how it exploads in RA version 2.0 - very realistical =) Link to comment Share on other sites More sharing options...
Allen262 Posted November 18, 2013 Share Posted November 18, 2013 2 Allen262: is there any particular place where in spawn.xdp should i put "FixAIParanoid=yes" and "FixAISendingTanksTopLeft=yes" or in any place? The spawn.xdp already has them. Link to comment Share on other sites More sharing options...
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