Eisengeist Posted March 7, 2015 Share Posted March 7, 2015 I have a multiplayer map with the Commando/General unit and Transport Copter but as soon as you load him in, it goes to fly off the map unless you quick take control of it and tell it to move somewhere else. I can't see anything under the units to stop this. Under mission stuff there's ; Special team override mission. [Rescue] Rate=.016 I tried setting the rate to 1000 and adding these Zombie=yes Paralyzed=yes but nothing seemed to work. Only other thing I can think of is to turn some other civilian or agent that the copter doesn't automatically take away into the general with Image=GNRL and use that one. Update Edit: Changing other infantry to image=GNRL just results in wrong animations and some can't even shoot. Tested with Chan, Delphi, Einstein, Spy, Thf, E4, E6, C10, Shok Link to comment Share on other sites More sharing options...
Nyerguds Posted March 9, 2015 Share Posted March 9, 2015 This is part of the standard civilian evac logic in RA, yes. Nothing you can do about that... Link to comment Share on other sites More sharing options...
Jacko Posted March 9, 2015 Share Posted March 9, 2015 I thought Iran made a fix for that by adding a civevac tag in the ini/mpr file (under basic?) Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 9, 2015 Share Posted March 9, 2015 That problem was actually fixed, but could be that i forgot to port the patch when i ported all the game patches some time ago rules.ini: [General] EvacInMP=Yes/No Link to comment Share on other sites More sharing options...
Messiah Posted March 27, 2015 Share Posted March 27, 2015 rules.ini: [General] EvacInMP=Yes/No Funky, it is possible to create a similar tag for single player maps too? I have some missions with GNRL and the chinook where I absolutely could need it! Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 27, 2015 Share Posted March 27, 2015 Should be possible, I cannot work on single player stuff atm tho Still need to port a lot of patches to get that going Link to comment Share on other sites More sharing options...
Nyerguds Posted March 28, 2015 Share Posted March 28, 2015 Goatmessiah: Problem with singleplayer is that the options need to be correctly saved and loaded in savegames... Link to comment Share on other sites More sharing options...
Messiah Posted March 28, 2015 Share Posted March 28, 2015 In RA ini settings aren't saved in the savegame, they are read from the map file again if you load a savegame. Link to comment Share on other sites More sharing options...
Nyerguds Posted March 30, 2015 Share Posted March 30, 2015 What? Seriously? So savegames no longer work properly without the original mission file? Huh. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted March 30, 2015 Share Posted March 30, 2015 Savegames do not use any map files, the whole map is saved in there Link to comment Share on other sites More sharing options...
Nyerguds Posted March 31, 2015 Share Posted March 31, 2015 Hah. Thought so. Link to comment Share on other sites More sharing options...
Messiah Posted March 31, 2015 Share Posted March 31, 2015 If you save a mission, after that change something in the original map, like adding [90mm] Warhead=Nuke you'll get nuclear tanks when you load the savegame. I know this is a RA1 phenomenon, in TS and RA2 changes in map and ini settings aren't loaded again. Link to comment Share on other sites More sharing options...
Nyerguds Posted March 31, 2015 Share Posted March 31, 2015 You sure you didn't just change stuff in the actual rules.ini? Link to comment Share on other sites More sharing options...
Eisengeist Posted April 24, 2015 Author Share Posted April 24, 2015 Thanks for the replies. Sorry I lost track of this thread. Sometimes I don't get to mess with things for a few days. I tried: [General] EvacInMP=no And then I thought maybe you meant under the General unit so I tried this too: [GNRL] EvacInMP=no Didn't work playing offline skirmish in RA1online through CnCNet. The map needs stuff from spawn1.mix and fixing it for multi is the point anyway so I'll just leave it in and hopefully it will be re-enabled sometime. Thanks though. Are some lists anywhere of all the new stuff such as this and crusher=yes/no. What's in the current RA exe, what's in the experimental RA.exe, and what's supported through CnCNet? Also what are the new map stuff such as trigger effects. I saw a video somewhere of a chronoshift zone where units driving into it were teleported. Funny story on the topic of loading save games for a changed map. On a test map of mine for Red Dawn, the computer got in a traffic jam in his base so I took the opportunity to set the game speed to max and amass an untold horde of mammoth tanks and I saved before rolling him over. Later I accidentally saved some rules tweaks in this map I wanted to preserve this copy. I tried to undo them... But when I load the map... I think my rocket launchers got changed to SSM's which spray a stream of Honest John napalm missiles. Even though I have no weapon values in this map, some values got messed up trying to load my save game. So um there - legions of mammoth tanks and some scud stream pissing launchers. Update Edit: Seems I'm having trouble with the Colour= and SecondaryColorScheme= again. Between regular RA1, RA through CnCNet, Red Dawn, and Red Dawn through CnCNet, RedDawn offline is the only thing I can get SecondaryColorScheme= to work in while I think Colour= works in most situations. Also I tried EvacInMP=no in offline RA skirmish outside of CnCNet and it didn't work there either and of course a bunch of my units were invis from it not reading spawn1.mix. Also anyone else notice that setting Reload= for units with limited ammo seems to have no effect on lengthy reload time? Link to comment Share on other sites More sharing options...
Allen262 Posted April 24, 2015 Share Posted April 24, 2015 FunkyFr3sh has been redoing the RA95.exe for C&CNet 5 so it looks like a good number of things no longer work and some new and old bugs are back. RedDawn uses 2 RA95.exes. RA95.exe that dosen't get updated by C&CNet 5 that is used for all single missions and Skirmish Meun (RA1) This means just about every key Iran added will work just fine. RA95-spawn.exe is updated by C&CNet 5 and what keys work is a crapshoot. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted April 24, 2015 Share Posted April 24, 2015 I don't have a list of the missing stuff, most of the important things were added tho Link to comment Share on other sites More sharing options...
Eisengeist Posted April 24, 2015 Author Share Posted April 24, 2015 So in cases where it might work, EvacInMP=no goes under the [General] section and not the specific unit's [GNRL] section? But it won't hurt to leave it both places will it? Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted April 25, 2015 Share Posted April 25, 2015 rules.ini (spawn.xdp on cncnet) [General]EvacInMP=No this is already set by default on cncnet, so you don't need to change anything if you like to use it online Link to comment Share on other sites More sharing options...
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