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New Rules Entries


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I thought the Iran patch introduced some new rules entries that could be added to units and buildings but I cant find any documentation on what they actually are. Anyone have a link? Or maybe Im thinking of Arda?

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Below is every key I know of added to the Iran patch.

 

[General]

EvacInMP=no

 

[AI]

FixAIParanoid=yes

FixAISendingTanksTopLeft=yes

 

 

; ******* New Unit Statistics keys *******

;    Crusher = Is this vehicle able to crush infantry (yes/no)?

 

; ******* New Unit Type List *******

; This lists all of the vehicles types in the game. Each vehicle

; type should have a matching section that specifies the data it

; requires.

;

; New vehicles use 64 frames. 32 for the body and 32 for the turret.

:

[unitTypes]

0=UNI1 ; template

 

; New unit master template

; Use this a template to make your new vehicle.

; You can edit any of the keys to make your new

; vehicle work.

[uNI1]

Primary=105mm

Secondary=105mm ;If your unit dosn't have a Secondary weapon use Secondary=none

Strength=400

Armor=heavy

TechLevel=-1

Sight=5

Speed=7

Owner=allies,soviet

Cost=1000

Points=50

ROT=5

Tracked=yes

Crewed=yes

DoubleOwned=no

Ammo=-1 ;-1 means unlimited ammo

Cloakable=no

Explodes=no

Invisible=no

Reload=0

SelfHealing=no

Sensors=no

Crushable=no

NoMovingFire=no

Passengers=0    ;APC unload logic dosn't work yet

 

; ******* New Infantry Type List *******

; This is the list of infantry types. Each infantry type listed

; here should also have a matching data section that specifies

; its data values.

;

; New Infantry uses the rifle soldier logic that use 438 frames.

:

[infantryTypes]

0=INF1 ; template

 

; New infantry master template

; Use this a template to make your new infantry.

; You can edit any of the keys to make your new

; infantry work. You can not delete any keys or

; online games will go Out of Sync.

[iNF1]

Primary=M1Carbine

Strength=50

Armor=none

TechLevel=-1

Sight=4

Speed=4

Owner=allies,soviet

Cost=100

Points=5

DoubleOwned=no

Ammo=-1 ;-1 means unlimited ammo

Cloakable=no

Explodes=no

Invisible=no

Secondary=none ;If your unit dosn't have a Secondary weapon use Secondary=none

ROT=0

Reload=0

SelfHealing=no

Sensors=no

C4=no

Fraidycat=no

Infiltrate=no

IsCanine=no

 

; ******* New Aircraft Type List *******

; This lists new aircraft types in the game. Each aircraft

; type should have a matching section that specifies the data it

; requires.

;

; New Aircraft are currently limited to helicopters that use 32 frames.

:

[AircraftTypes]

0=AIR1 ; template

 

; New aircraft master template

; Use this a template to make your new aircraft.

; You can edit any of the keys to make your new

; aircraft work. You can not delete any keys or

; online games will go Out of Sync.

 

[AIR1]

Primary=Hellfire

Secondary=Hellfire ;If your unit dosn't have a Secondary weapon use Secondary=none

Strength=225

Armor=heavy

TechLevel=-1

Sight=0

Speed=16

Owner=allies,soviet

Cost=1200

Points=50

ROT=4

Ammo=6 ;-1 means unlimited ammo

Crewed=yes

GuardRange=30

DoubleOwned=no

Cloakable=no

Explodes=no

Invisible=no

Reload=0

SelfHealing=no

Sensors=no

Passengers=0 ;APC unload logic dosn't work yet

 

; ******* New Building Type List *******

; This lists all new buildings types in the game. Each of these

; types will have a specific section in this file that gives the

; particulars about that building type.

;

; New Building are currently limited to 2x3 and can have no weapons.

; Also new building can't be used as Prerequisite for any unit or building

:

[buildingTypes]

0=BUI1 ; template

 

; New building master template

; Use this a template to make your new building.

; You can edit any of the keys to make your new

; building work. You can not delete any keys or

; online games will go Out of Sync.

[bUI1]

Strength=400

Armor=wood

TechLevel=-1

Sight=10

Owner=allies,soviet

Cost=1500

Points=85

Power=-200

Bib=yes

Capturable=true

Crewed=yes

DoubleOwned=no

Cloakable=no

Explodes=no

Invisible=no

Primary=none

Secondary=none

SelfHealing=no

BaseNormal=yes

Adjacent=1

Repairable=yes

Storage=0

WaterBound=no

Powered=no

Unsellable=no

 

; *** New SoundEffects **

; This is a list of the various types of new Sound Effects available in the game

; The sound must be .aud format and pack into a .mix file. One the sound is packed

; into a .mix file and listed below you can use the sound in a Report= for a weapon.

[soundEffects]

0=SON1 ; template

 

; *** New Weapons List **

; This is a list of the various types of new Weapons available in the game

[Weapons]

0=Weapon1 ; template

 

; New weapon master template

; Use this a template to make your new weapon.

; You can edit any of the keys to make your new

; weapon work. You can not delete any keys or

; online games will go Out of Sync.

[Weapon1]

Damage=1

ROF=1

Range=1

Projectile=none

Speed=1

Warhead=none

Report=none

Burst=1

Camera=no

Charges=no

Supress=no

TurboBoost=no

Anim=none

 

; *** New Animation List ***

; This is a list of the various types of new new animation available in the game.

; Animation must be .shp format and pack into a .mix file. One the Animation is packed

; into a .mix file and listed below you can use the animation in a Image= for a projectile.

[AnimTypes]

0=Ani1

 

; *** New Projectile List **

; This is a list of the various types of new Projectiles available in the game

[bulletTypes] (Projectiles)

0=Proj1    ; template

1=32Frame  ; template

2=CannonT  ; template

 

 

; New projectile master template

; Use this a template to make your new projectile.

; You can edit any of the keys to make your new

; projectile work. You can not delete any keys or

; online games will go Out of Sync.

[Proj1]

Inviso=yes

Image=none

AA=no

AG=yes

ASW=no

Animates=no

Arcing=no

Arm=0

Degenerates=no

Dropping=no

Frames=1

Gigundo=no

High=no

Inaccurate=no

Parachuted=no

Proximity=no

ROT=0

Ranged=no

Rotates=no

Shadow=yes

Translucent=no

UnderWater=no

 

; 32 frame rocket and missile projectile template

[32Frame]

Inviso=no

Image=none    ; Remove none and your 32 frame projectile name here. Name must be in AnimTypes list.

AA=no

AG=yes

ASW=no

Animates=yes

Arcing=no

Arm=3 ; HeatSeeker Arm=2, LaserGuided and AAMissile Arm=3 , FROG or V2 Arm=10

Degenerates=no

Dropping=no

Frames=1

Gigundo=no

High=yes

Inaccurate=no  ; HeatSeeker, FROG Inaccurate=yes

Parachuted=no

Proximity=yes

ROT=20 ; HeatSeeker ROT=5 LaserGuided and AAMissile ROT=20 FROG or V2 ROT=0

Ranged=yes

Rotates=yes

Shadow=yes

Translucent=no

UnderWater=no

 

; Cannon projectile template

[CannonT]

Image=120MM

AA=no

AG=yes

ASW=no

Animates=no

Arcing=no

Arm=0

Degenerates=no

Dropping=no

Frames=1

Gigundo=no

High=no ; artillery cannons High=yes

Inaccurate=no ; artillery cannons Inaccurate=yes

Inviso=no

Parachuted=no

Proximity=no

ROT=0

Ranged=no

Rotates=no

Shadow=yes

Translucent=no

UnderWater=no

 

; *** New Warhead List **

; This is a list of the various types of new warheads available in the game

[Warheads]

0=Warhead1

 

 

; New Warhead master template

; Use this a template to make your new Warhead.

; You can edit any of the keys to make your new

; Warhead work. You can not delete any key or

; online games will go Out of Sync.

[Warhead1]

Spread=1

Verses=1%,1%,1%,1%,1%

Explosion=1

InfDeath=1

Wall=no

Wood=no

Ore=no

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there are even more new options:

303p IRAN options

REDALERT.INI's [Options] 

Width=
Height=
DisplayOriginalMultiplayerMaps=       ; Whether to display the original 24 multiplayer maps (Load MISSIONS.PKT or not)
DisplayCounterstrikeMultiplayerMaps=  ; Whether to display Counterstrike multiplayer maps (Load CSTRIKE.PKT or not)
DisplayAftermathMultiplayerMaps=      ; Whether to display Aftermath multiplayer maps (Load AFTMATH.PKT or not)
ForceAMUnitsInMissions"

UseDOSInterfaceMod= (yes/no) under the [Options] section controls loading DOSINTERFACEMOD.MIX, which contain the graphics.

There's another keyword under the same section of the INI file; 
ColorRemapSidebarIcons=

RULES.INI 

AftermathFastBuildSpeed= yes/no keyword under the section [Aftermath]


ParabombsInMultiplayer= (yes/no) under the [General]

[AI]

FixAISendingTanksTopLeft= (yes/no) 
ComputerParanoidForceDisabledSkirmish=no
RemoveAITechupCheck= 
FixAIParanoid= 
FixAIAlly= (yes/no) under the [AI] section of RULES.INI, when set to yes you can ally with AI players. 
This fix is always enabled in skirmish.
FixFormationSpeed=
ReenableAITechUpCheck=(Yes/No) 
EvacInMP=no

; Easy/Normal/Hard here refers to the handicap set on
; the AI player, handicap 'easy' makes thing easier for
; the AI player and he is harder to beat than with 'hard'
; handicap
EasyAIGoldValue=300
EasyAIGemValue=350
NormalAIGoldValue=200
NormalAIGemValue=250
HardAIGoldValue=50
HardAIGemValue=150

map: 
[uSSR]
color=1 ; play with blue color
Country=0 ; play as Spain country
AllyTheNeutralHouse=
BuildingsGetInstantlyCaptured=yes
NoBuildingCrew=yes
SecondaryColorScheme=


Colour=
0 - Yellow
1 - Blue
2 - Red
3 - Green
4 - Orange
5 - Gray
6 - Teal
7 - Brown/Dark Red
8 - White (not fully done)
9 - Black (not folly done)
10 - Flaming blue

HouseType - 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

;mini camapain
[bASIC] section of a map:
UseAtomWhiteScreenEffectInMP=Yes
UseSinglePlayerAtomDamage=Yes

NextMissionInCampaign= ; next mission filename (WITH file extension)
ScenarioNumber=        ; The scenario number to set this mission to, this is used for internal stuff
                        ; like default map selection animation, but also as DEFAULT next mission in map selection screen
MapSelectionAnimation= ; Map selection animation filename for this mission (WITH file extension)
MapSelectA=            ; map selection choice A mission filename (WITH file extension)
MapSelectB=            ; map selection choice B mission filename (WITH file extension)
MapSelectC=            ; map selection choice C mission filename (WITH file extension)

EndOfGame=no
SkipScore=no
OneTimeOnly=no
;SkipMapSelect=No
Added new IsCoopMode= option to the [basic] section of a map, this enabled some single player logic like single player AI logic and allows you to make coop maps with working AI production/teamtypes/auto-create/triggers etc and working win/lose triggers. Additional documentation forthcoming.


Converted the "Counterstrike Missions" menu into a "Custom Missions" one. The "Aftermath Missions" menu has been converted into an "Expansions missions" one. The expansion missions will be displayed in this menu. The custom missions menu displays map files CMU01EA.INI up to CMU999EA.INI. Make sure the custom mission has OneTimeOnly= set to 'Yes' or the game will crash after showing the score screen or glitch up. Make sure the [basic] section of the map is at the top, or the game might not read it (this happens with all maps).

Added a new map keyword UseCustomTutorialText= (Yes/No) under the [bASIC] section. This keyword can be used to load custom tutorial text strings for your map. If enabled the map file will be used as TUTORIAL.INI file, meaning text strings are read from the [TUTORIAL] section of the map in the same format as in TUTORIAL.INI. If the keyword is missing TUTORIAL.INI tutorial text strings are loaded.

MUSIC.INI control file, it should look like:

; music.ini file for extra music addon
[Fullnames]
1=The Second Hand (Retaliation)
[Filenames]
1=2nd_hand.AUD
[Tracklength]
1=283 ; in seconds


Added new map trigger actions which can be used in both multiplayer and singleplayer maps/missions. You'll have to manually edit the [Trigs] section of the map to use them as no map editor supports them yet. See the [Trigs] section chapter in the Red Alert Single Player Mission Creation Guide for more info. A quick summary for a trigger in the [Trigs section]:

R1 is trigger action one and p1, p2 and p3 are its parameters. R2 is trigger action two and it also 
has three paramters. You need to edit those parts of the trigger line to use these new triggers.


name=1,2,h,i,T1,p1,p2,T2,p1,p2,R1,p1,p2,p3,R2,p1,p2,p3


Here's the list of new triggers:

Give_Credits_Action: ID = 40, parameter 1 = HouseType of the house to give credits, parameter 2 = 
amount of credits to give (negative amounts work)

Add_Vehicle_To_Sidebar_Action: ID = 41, parameter = Vehicle internal ID number to add to sidebar 
(Trigger owner is used for which house to add to sidebar for)

Add_Infantry_To_Sidebar_Action: ID = 42, parameter = Infantry internal ID number to add to sidebar 
(Trigger owner is used for which house to add to sidebar for)

Add_Building_To_Sidebar_Action: ID = 43, parameter = Building internal ID number to add to sidebar 
(Trigger owner is used for which house to add to sidebar for)

Add_Aircraft_To_Sidebar_Action: ID = 44, parameter = Aircraft internal ID number to add to sidebar 
(Trigger owner is used for which house to add to sidebar for)

Add_Vessel_To_Sidebar_Action: ID = 45, parameter = Vessel internal ID number to add to sidebar 
(Trigger owner is used for which house to add to sidebar for)

Set_View_Port_Location: ID = 50, parameter 1 = Waypoint to center viewport around (Trigger owner is 
used for which house to set view port location for)

Set_Player_Control: ID = 51, parameter 1 = HouseType to set PlayerControl, parameter 2 = turn player 
control on/off (1/0) (Trigger owner is used for which house to give player control)

Set_House_Primary_Color_Scheme: ID = 52, parameter 1 = HouseType to set primary color for, 
parameter 2 = PlayerColorType to set to

Set_House_Secondary_Color_Scheme: ID = 53, parameter 1 = HouseType to set secondary color for, 
parameter 2 = PlayerColorType to set to

Set_House_Build_Level:  ID = 54, parameter 1 = HouseType to set tech level for, parameter 2 = 
desired tech level

Set_House_lQ:  ID = 55, parameter 1 = HouseType to set IQ, parameter 2 = desired IQ level

House_Make_Ally:  ID = 56, parameter 1 = HouseType to force make ally another house, 
parameter 2 = HouseType of the house that will be allied

House_Make_Enemy:  ID = 57, parameter 1 = HouseType to force make enemy another house, 
parameter 2 = HouseType of the house that will be enemied  

Create_Chronal_Vortex: ID = 58, parameter 1 = waypoint to create chrono vortex at

Nuke_Strike_On_Waypoint: ID = 59, parameter 1 = waypoint to drop nuke on

Capture_Attached_Objects: ID = 60, parameter 1 = HouseType that will capture the attached 
objects ( you need to attach the trigger to the objects to capture)

Iron_Curtain_Attached_Objects: ID = 61, parameter 1 = Amount of frames the Iron Curtain effect 
will be active for or -1 to use the duration defined in RULES.INI, can be used to remove the Iron 
Curtain effect to by using 0 as parameter (you'll need to attach the trigger to the objects to Iron Curtain)

Create_Building_At_Waypoint: ID = 62, parameter 1 = StructType to build, Parameter 2 = waypoint to 
create, Parameter 3 = HouseType that will be the owner

Set_Mission_Attached_Objects: ID 63, parameter 1 = MissionType to set (Setting buildings to mission 
"Selling" will sell them, mission "Repair" DOES NOT repair buildings)

Repair_Attached_Buildings: ID 64, no parameters

New_Chrono_Shift_Attached_Objects: ID = 65, parameter 1 = waypoint to chronoshift attached objects to

Chrono_Shift_Trigger_Object: ID = 66, parameter 1 = waypoint to chronoshift trigger object 
to (chronoshifts the object that triggered this trigger event, e.g. "Entered By..")

Iron_Curtain_Trigger_Object: ID = 67, parameter 1 = frames duration for Iron Curtain 
effect (Iron Curtains the object that triggered this trigger event, e.g. "Entered by..")

______________________




[badGuy]
BuildingsGetInstantlyCaptured= (yes/no) and NoBuildingCrew=

[General]
ForceSingleCPU=

[AI]
; Easy/Normal/Hard here refers to the handicap set on
; the AI player, handicap 'easy' makes thing easier for
; the AI player and he is harder to beat than with 'hard'
; handicap
EasyAIGoldValue=300
EasyAIGemValue=350
NormalAIGoldValue=200
NormalAIGemValue=250
HardAIGoldValue=50
HardAIGemValue=150
[WinHotkeys] add:
KeyMapSnapshot=
[unit]
Crusher=

[basic]
UseAtomWhiteScreenEffectInMP=Yes
UseSinglePlayerAtomDamage=Yes

Yeah, the Mission_Spy() code has a call to Mission_Attack() which has special Chrono Tank teleport code, I could change it so it applies to all vehicles instead of just Chrono Tanks. Can you give me a test mission/map?


;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=

BuildingsGetInstantlyCaptured= (yes/no) is a house specific option like Color= and Country=

Aircraft: IsPlane= Is a fixed wing aircraft and need airstrip [yes/no] (If not listed on aircraft the game will assume the aircraft is a helicopter) Rotor= [yes/no] IsAPC= [yes/no] (Like transport helicopter) One key I would like for my own lols is a key like the Carryall= Tib Sun. Maybe this could be done by using the load and unload logic from the transport [LST] so vehicles could be loaded on to a helicopter.

Ships: Turret= [yes/no] (I'm fine with center mouted turret like the Destoyer has but away to turn the turret logic off so more subs could be made is needed), IsLST= Can this ship load and unload vehicle or infantry [yes/no] IsCarrier= Can this ship load and launch helicopter? (It would be really cool if comd be made into 2 keys. For the current Helicarrier logic and one for a new a carrier logic that uses fixed wing aircraft like the Yak and MiG.)

Buidlings: Foundation = the size of the building (This may need a Height= like Tib Sun so maybe Foundation= would use the name of stock building like POWR and your new buiding would use the Power Plant's foundation and height), Factory = type of object to build [infantryType, AircraftType, UnitType, BuildingType, VesselType] and IsGunTurret= [yes/no] (This would be the same as Turret= for unit and make the game use the 128 frame logic of the Gun Turret and AA Gun.)

Infantry: IsEngineer=, IsMedic, IsMechanic=, IsSpy= and IsThief=.

61. Converted the "Counterstrike Missions" menu into a "Custom Missions" one. The "Aftermath Missions" menu has been converted into an "Expansions missions" one. The expansion missions will be displayed in this menu. The custom missions menu displays map files CMU0EA.INI up to CMU999EA.INI.

62. Added a new map keyword TutorialFile= under the [bASIC] section. This keyword can be used to load a custom TUTORIAL.INI file for your map. E.g. "TutorialFile=DERPTUT.INI", to load DERPTUT.INI. If the keyword is missing TUTORIAL.INI is loaded.




I added support for adding new UnitTypes (vehicles) to the game, they internally are setup like the Medium Tank but you can use RULES.INI keys to configure the newly added vehicle. I'll have to add more useful RULES.INI keys for vehicles in the future. Example of adding a new vehicle called 'DERP':

[unitTypes]
0=DERP
..

; 2TNK medium tank clone
[DERP]
Prerequisite=weap
Primary=90mm
Strength=400
Armor=heavy
TechLevel=6
Sight=5
Speed=8
Owner=allies
Image=2TNK ; use 2TNK.shp and 2TNKICON.shp instead of DERP.shp and DERPICON.shp
Cost=800
Points=40
ROT=5
Tracked=yes
Crewed=yes



Those are straightforward to add but it requires a lot of time, I first need to setup a system for every type to extend them and to clear the extended memory when loading savegames (with extra check for 3.03 savegames), clear memory when loading a scenario and I need to get a system working to extend TechnoTypeClass memory for every derived type.

Anyway, I've added support for adding new infantry (set up like E1 internally), buildings (set up like ATEK internally), aircrafts (set up like HELI internally) and vessels (set up like DD internally). Adding new vessels at the moment isn't practical as drawing the turrets on them is hard-coded based on their ID, e.g. it checks if the vessel has the ID for the Cruiser to draw the Cruiser turrets, etc.

[VesselTypes]
0=DD2
1=DD3

[AircraftTypes]
0=HII2
1=HII3

[buildingTypes]
0=HERP
1=DERP

[infantryTypes]
0=FLAM
1=OFFI


I added support for adding new animations to the game. I haven't tested adding a new one. If someone could give me a setup with a few added animations to the game I could start making animations configurable. Internally added animations are setup like FBALL1. I think there's the same refresh area or something like that and possibly the same sound attached to the animation.

[AnimTypes]
1=HUE
2=DEEE
...

; wizard's fireball
[Fireball]
Animates=yes
Image=FB1
Frames=8

coming:

UseOilDerrickLogic= (yes/no)
OilDerrickCaptureReward=
OilDerrickMoney=
OilDerrickFrameTimer=

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ROB

The CnCnet ra95.exes seem to have removed most of the cool things Iran added.

 

Kinda makes sense given what i've seen, seems like all the [General] entries i try work like parabombs in MP but cant add new units or anything else. Im just gonna fire up a windows PC and find out whats really happening.

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Add

 

[Aftermath]

NewUnitsEnabled=1 ; "1" will enable AfterMath units "0" disenable AfterMath units or remove this tag.

 

To the rules and

 

NewUnitsEnabled=1 ; "1" will enable AfterMath units "0" disenable AfterMath units or remove this tag.

 

Below [General] in the rules.

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