SubZ3r0 Posted July 25, 2016 Share Posted July 25, 2016 Anyone got the script for those crates? I want to make some games with those 'evil crates' :laugh:, in general they the crates used in RA1 which add bad surprises like: - minimize the view (opposite to reveal all the map crate). - a bomb the explodes when an unit touch the crate. There are also some extra good surprises like: - Invisibility - a nuke! This will makes FFA games a lot more funnier, is someone got the script plz PM me a link or post it here Link to comment Share on other sites More sharing options...
XXxPrePxX Posted July 25, 2016 Share Posted July 25, 2016 That would be fantastic, but I've never seen it done... this leads me to think that it is not possible without patching? Link to comment Share on other sites More sharing options...
Ra2Nub Posted July 25, 2016 Share Posted July 25, 2016 You can add them in rulesmd and they are located at the following place (use ctrl + F) ; ******* Crate rules ******* ; General crate rules and controls are specified here. [CrateRules] CrateMaximum=255 ; crates can never exceed this quantity CrateMinimum=1 ; crates are normally one per human player but never below this number CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration SilverCrate=HealBase ; solo play silver crate bonus SoloCrateMoney=5000 ; money to give for money crate in solo play missions UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WoodCrate=Money ; solo play wood crate bonus WaterCrate=Money ; solo play water crate bonus HealCrateSound=HealCrate ; heal crate sound effect WoodCrateImg=CRATE ; wood crate overlay image to use CrateImg=CRATE ; normal crate overlay image to use WaterCrateImg=WCRATE ; Water crate image FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]? ^ Multiplayer options ; ******* Random Crate Powerups ******* ; This specifies the chance for the specified crate powerup to appear ; in a 'random' crate. The chance is expressed in the form of 'shares' ; out of the total shares specified. ; ; The second parameter is the animation to use when this crate is picked up. ; ; The third parameter specifies whether this crate is available over water. ; ; The fourth parameter, if present, specifies ; the data value needed for that crate powerup. They mean different things ; for the different powerups. [Powerups] Armor=10,ARMOR,yes,1.5 ; armor of nearby objects increased (armor multiplier);gs Think of max strength being multiplied by this (in reality, damage is divided by this since you can't change the max in Type) Firepower=10,FIREPOWR,yes,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=10,HEALALL,yes ; all buildings to full strength Money=20,MONEY,yes,2000 ; a chunk o' cash (maximum cash) Reveal=10,REVEAL,yes ; reveal entire radar map Speed=10,SPEED,yes,1.2 ; speed of nearby objects increased (speed multiplier) Veteran=20,VETERAN,yes,1 ; veteran upgrade (levels to upgrade) Unit=20,<none>,no ; vehicle Invulnerability=0,ARMOR,yes,1.0 ; invulnerability (duration in minutes) IonStorm=0,<none>,yes ; initiate ion storm Gas=0,<none>,yes,100 ; tiberium gas (damage for each gas cloud) Tiberium=0,<none>,no ; tiberium patch Pod=0,<none>,no ; drop pod special Cloak=0,CLOAK,yes ; enable cloaking on nearby objects Darkness=0,SHROUDX,yes ; cloak entire radar map Explosion=0,<none>,yes,500 ; high explosive baddie (damage per explosion) ICBM=0,CHEMISLE,yes ; nuke missile one time shot Napalm=0,<none>,no,600 ; fire explosion baddie (damage) Squad=0,<none>,no ; squad of random infantry The stuff. Now some of these DON'T WORK ANYMORE because code is gone. The ones afaik I remember still working is -Darkness (Speaks for itself, removes everything you revealed on map) -Explotion (Pretty much blows up any tank that touched that crate lol) -Cloak (makes units invisible) -Tiberiun (Puts ore around crate) -ICBM (Gives you free nuke) Just make the value 0 to anything (its in %) and they will appear in crates To add it in a mod map you need add it in the map using Final Alert. I agree though some maps with evil crates would be nice. It feels more like a gamble to get a crate rather than getting each and every of them. @Grant evil crate option in cncnet when? just kidding, maybe Link to comment Share on other sites More sharing options...
PrezSpammer Posted July 27, 2016 Share Posted July 27, 2016 For YR, what needs to be entered in order to remove Yuri MCV crates? Link to comment Share on other sites More sharing options...
Ra2Nub Posted July 27, 2016 Share Posted July 27, 2016 For YR, what needs to be entered in order to remove Yuri MCV crates? Go to Yuri MCV in rulesmd and change CrateGoodie=yes to no Link to comment Share on other sites More sharing options...
SiRaLeX Posted July 27, 2016 Share Posted July 27, 2016 Go to Yuri MCV in rulesmd and change CrateGoodie=yes to no Exactly. This is the solution! If you want a unit to be obtainable through crates do the opposite, namely: CrateGoodie=yes. You could possibly also embed this into map files. Link to comment Share on other sites More sharing options...
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