AchromicWhite Posted January 26, 2017 Share Posted January 26, 2017 Hey guys, long time no talky. I'm posting to ask about something that was talked about ages ago. Making more units for a mod in RA1. From memory there was code to allow multiple e1 (rifle), 2tnk (med tank), dd (destoryer) and heli (apache). Any info on this would be great... but the best info is; "Yes White, it's totally in the game and here's how to do it" Cheers. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 26, 2017 Author Share Posted January 26, 2017 Found it, kinda; https://forums.cncnet.org/index.php?topic=2603.0 This stuff. Is this the exe we're using. Like, is this stuff in the cncnet version of RA1? Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 26, 2017 Author Share Posted January 26, 2017 No luck yet... Tried this, with the appropriate shps in the mix redalert.mix ---> hires.mix e1sn.shp e1snicon.shp This in rules.ini [infantryTypes] 0=E1SN [E1SN] Name=Sniper Image=e1sn Prerequisite=barr Primary=sniper Secondary=none Strength=50 Armor=none TechLevel=2 Sight=5 Speed=4 Owner=soviet Cost=150 Points=25 Infiltrate=no C4=no IsCanine=no DoubleOwned=no Ammo=0 Fraidycat=no Link to comment Share on other sites More sharing options...
Dr. Wonderful Posted January 26, 2017 Share Posted January 26, 2017 Can you do that with TD? Link to comment Share on other sites More sharing options...
Salvation Posted January 26, 2017 Share Posted January 26, 2017 If you manage to get this work right, please post it here ASAP I think Discovert Ops mod has a more units than the regular ones? But if you're able to add more units than regular ones on the game, can you also put them on RAED? Link to comment Share on other sites More sharing options...
X3M Posted January 26, 2017 Share Posted January 26, 2017 From my memory, TD doesn't allow this. But RA did. There should be a list of units somewhere for a faction??? Just a wild guess though. Link to comment Share on other sites More sharing options...
Allen262 Posted January 26, 2017 Share Posted January 26, 2017 Sure this was cut out of CnC Net as it would mess up the score at the end of games. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 26, 2017 Author Share Posted January 26, 2017 Sure this was cut out of CnC Net as it would mess up the score at the end of games. Oh, so it should work, but only with the edited exe? Dang... Pretty sure no one cares about the score, haha. Link to comment Share on other sites More sharing options...
Allen262 Posted January 26, 2017 Share Posted January 26, 2017 From my point of view the best way to add more units or buildings to RA1 is to just clone everything and add them to the rules.ini Link to comment Share on other sites More sharing options...
Ferret Posted January 26, 2017 Share Posted January 26, 2017 From my point of view the best way to add more units or buildings to RA1 is to just clone everything and add them to the rules.ini We were trying to create a new unit tag. For example, instead of replacing the already existing tags ([E1], [E2], etc). We were trying to make a new tag [infantryTypes] Iran implemented. For example: [infantryTypes] 0=E1SN [E1SN] Stuff goes here. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 27, 2017 Author Share Posted January 27, 2017 From my point of view the best way to add more units or buildings to RA1 is to just clone everything and add them to the rules.ini Yeah, it's certainly easier. But if there is a way to replicate a simple turreted vehicle or a rifle inf, that'd be much easier and come with a cleaner result. Link to comment Share on other sites More sharing options...
Allen262 Posted January 27, 2017 Share Posted January 27, 2017 From my point of view the best way to add more units or buildings to RA1 is to just clone everything and add them to the rules.ini We were trying to create a new unit tag. For example, instead of replacing the already existing tags ([E1], [E2], etc). We were trying to make a new tag [infantryTypes] Iran implemented. For example: [infantryTypes] 0=E1SN [E1SN] Stuff goes here. Know that but it is bugged in CnCNet and well is still hardcoded to behave like E1. If every thing could be cloned with all of the same logic attached to them I think would be better. Link to comment Share on other sites More sharing options...
AchromicWhite Posted January 27, 2017 Author Share Posted January 27, 2017 I'd be happy if it was still hard coded to behave like e1. That'd be fine. But yeah, like you said, it seems to be bugged. Although I never even got the unit to show up int he sidebar let alone anything else. I think I've more or less given up and am now just trying to put frames over the gnrl and tanya(e7), as I don't plan to use those. Hopefully they don't have anything hard coded that's going to throw anything out. Just kinda mind numbing work copy and paste a million frames. xD Link to comment Share on other sites More sharing options...
Messiah Posted January 28, 2017 Share Posted January 28, 2017 White, I think you have to keep that template at the beginning of your list: [infantryTypes] 0=INF1 1=E1SN [iNF1] Primary=none Strength=1 Armor=none TechLevel=-1 Sight=1 Speed=1 Owner=allies,soviet Cost=1 Points=1 DoubleOwned=no Ammo=-1 Cloakable=no Explodes=no Invisible=no Secondary=none ROT=0 Reload=0 SelfHealing=no Sensors=no C4=no Fraidycat=no Infiltrate=no IsCanine=no GuardRange=1 [E1SN] Stuff goes here. Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 24, 2017 Author Share Posted February 24, 2017 So, replicating units doesn't work, and that's all good, but there was also potentially the ability to create new warheads/weapons and stuff. Is THAT still in the cncnet5 version? Link to comment Share on other sites More sharing options...
Messiah Posted February 24, 2017 Share Posted February 24, 2017 White, You can send me your mod and I'll fix that. Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 25, 2017 Author Share Posted February 25, 2017 I'm still just plugging stuff into it. I'm just wanting to know if I can make extra warhead types, really. As it'd be helpful for certain unit designs. Link to comment Share on other sites More sharing options...
Allen262 Posted February 25, 2017 Share Posted February 25, 2017 The latest CnC Net ra95.exe has the raw rules.ini keys in the exe doing a hex edit search but that could mean nothing if they are unhooked. Link to comment Share on other sites More sharing options...
AchromicWhite Posted February 25, 2017 Author Share Posted February 25, 2017 Alright, sounds like I might just have to test it then. All good. Thanks for the feedback guys! Link to comment Share on other sites More sharing options...
Salvation Posted June 13, 2017 Share Posted June 13, 2017 Last saturday i tested this and get it work. A clone 2tnk was able to build and it rolled out in the depths of War Factory. Everything worked well However, i was wondering that is it possible to get these clone units visible in RAED? Or making teamtypes where clone units appears? What does happen then? Should i just edit INI files after everything else is complete? Does anyone have any experiences about this? Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 2, 2017 Author Share Posted July 2, 2017 (edited) On 14/06/2017 at 4:54 AM, Salvation said: Last saturday i tested this and get it work. A clone 2tnk was able to build and it rolled out in the depths of War Factory. Everything worked well However, i was wondering that is it possible to get these clone units visible in RAED? Or making teamtypes where clone units appears? What does happen then? Should i just edit INI files after everything else is complete? Does anyone have any experiences about this? Really? What did you write up in the .ini to get that functioning? I never got it working, from memory. Edited July 2, 2017 by AchromicWhite Link to comment Share on other sites More sharing options...
Messiah Posted July 2, 2017 Share Posted July 2, 2017 I should make a tutorial for adding new RA units... Salvation, your questions are answered here: https://forums.cncnet.org/topic/2855-new-units-in-mission-making/ Link to comment Share on other sites More sharing options...
Salvation Posted July 2, 2017 Share Posted July 2, 2017 (edited) 8 hours ago, AchromicWhite said: Really? What did you write up in the .ini to get that functioning? I never got it working, from memory. I just write up everything in the .ini -file and that functioned well. In this case, when new vehicle was added, i put everything between *** terrestial vehicle types *** and SCUD Launcher lines. If this was too fuzzy, i can write a step-by-step of how i get it working. I was using newest PortableRA version. Messiah, i also read that. Seems like it does not work very well as i expected... Edited July 2, 2017 by Salvation EDIT: Added which version im using when inserting new units. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now