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Posted

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  :D

Posted

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

Posted

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

Posted

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.  :)

 

 

 

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