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JT-chemist

RA1: Tech Level change in game by clock

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Hello everybody. First of all thanks a lot to all the people that made CnC Net possible!

Im working in a multiplayer map for RA1 with a bit of spice on it... but i need some help on developing.

The concept is as follow: Game starts on Tech Level 1, a clock is running down, when it reaches zero Tech Level changes to 2 and another clock starts, when this new clock reaches zero Tech Level goes 3, an so on untill Tech Level 10.

 

Ive made my way for the clocks and fancy things like tutorial message of actual Tech Level plus the speech "New Construction Options", but im stuck in the changing of tech levels.

Does a global variable can be used as a Prerequisite for buildings/units in the rules.ini? If thats the case then it would be very easy to achive...

Or anybody has a better idea/sugestion in how to achieve this?

 

Early thanks to anybody that has watched this question. If any questions on how im making the clocks and stuff just ask.

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While I see no way of this working through ini or whatever.

The idea is brilliant.

It was possible for me to do in Starcraft, back in the old days.

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Thanks for your replies, guys.

X3M, do you think that i can use as Prerequiste for structures the civilian buildings [Vxx]?

FunkyFr3sh suggested me something on using a badger to drop buildings, and i think that if i can drop civilian buildings out the view of players and using them as Prerequisite the goal may be achieved.... Tho i dont know how to manage the Badger part.

 

Again, thanks a lot you guys for compliments and the comunity in general... maybe all togheter can make this work and will have a nice mod for all to play ; )

Edited by JT-chemist

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This game and Starcraft run on entirely different engines. I only know editing in Starcraft.

Logically speaking. Giving units or structures to a player is a possibility. But you need to protect the structures. Immortality should be added. Or a ridiculous high amount of health. So that they are not destroyed. MAD tank is still a problem here.

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X3M, thanks again for your reply, if thats a posibility then thast the way im gonna follow for now, as far as i can get it.

You guys know... im making experiments with different Prerequisite for the buildings... but ive found myself in an onn/off situation. 

What things can work as Prerequisites for the buildings of both bands? Civilian buildings or units dosnt seem to be working aplied to the Multi1 (the owner im using, with the exception of the Neutral for the fancy stuff)

I still want to know how to use these "global variables" on the script, cause if i understand right they work as switches... any directions to investigate?

Edited by JT-chemist

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OK, i have good news:

[MISS], [HOSP] worked for the following line:

[DOME]
Prerequisite=proc,miss

and i supose that [FCOM] and [BIO] also work the same way.

What hasnt worked is the next line:

[2TNK]
Prerequiste=weap,miss

So im supossing that this dosnt work for units but does for buildings, which is not the solution but an aproach

¿What can be causing the mistake on the units? ¿Is theres something im missing?

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Very good news! Sorry, hello first... is just that im excited!

I made what i wanted. BUT only up to tech 5. Wich is ok for me now.i just need one last thing to make it work as properly. Let me explain myself:

i changed the prerequisites of some buildings/units to include either: [HOSP] (for tech2), [BIO] (for tech 3), [MISS] (for tech4) and [FCOM] (for tech5).

Also some tech leveles of buildings/units have been changed to -1, so they cant be constructed. (Things that are from tech 6 up to 10) 

To make this possible i have to "capture" the buildings [HOSP], [BIO], [MISS] and [FCOM]. I say capture because at this point im making test capturing them with engineers.

This is the final point i have to fix. So here i have 3 questions:

1)Is there any way to change the ownership of a building just by triggers?

2)If i put these buildings outside the map along with one engi for each one (so the player dont see them and cant kill them either!) how can i make the engineer capture the build by trigger? Do i have to use TeamTypes?

3)I did this just for the Multi1..... do i have to make a set of building and engis for each one of the Multis (Multi2, Multi3,...Multi8?

Told ya it can be done ; ) with a bit of logic this arrange can be applied to any other possibles tech levels. Maybe even divide the techs on 5 parts (tech1-2, tech3-4, and so on)

well, thanks to anyone whos reading this! and to the whole comunity! IM HAPPY! =)

PD: this is the .mpr file if you wnna check it out


[Basic]
Intro=<none>
Brief=<none>
Win=<none>
Lose=<none>
Action=<none>
ToCarryOver=no
ToInherit=no
TimerInherit=no
EndOfGame=no
CivEvac=no
Theme=No theme
CarryOverMoney=0
CarryOverCap=0
NoSpyPlane=no
SkipScore=no
OneTimeOnly=no
SkipMapSelect=no
TruckCrate=no
FillSilos=no
Percent=0
Player=Neutral
UseCustomTutorialText=yes
NewINIFormat=3
Name=ZZ Basic Tech Wars

[Base]
Count=0
Player=USSR

[STRUCTURES]
0=Neutral,V19,256,4268,0,None,0,0
1=Neutral,V19,256,4307,0,None,0,0
2=Neutral,V19,256,5134,0,obj2,0,0
3=Neutral,V19,256,5234,0,obj2,0,0
4=Neutral,HOSP,1,7594,0,None,0,0
5=Neutral,V19,256,8088,0,obj2,0,0
6=Neutral,V19,256,8168,0,obj2,0,0
7=Neutral,V19,256,8216,0,obj2,0,0
8=Neutral,V19,256,8296,0,obj2,0,0
9=Neutral,BIO,1,8362,0,None,0,0
10=Neutral,MISS,1,8874,0,None,0,0
11=Neutral,FCOM,1,9386,0,None,0,0
12=Neutral,V19,256,11150,0,obj2,0,0
13=Neutral,V19,256,11250,0,obj2,0,0
14=Neutral,V19,256,12076,0,None,0,0
15=Neutral,V19,256,12115,0,None,0,0

[Trigs]
inf5=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,5
obj1=0,10,0,0,1,-1,12,0,-1,0,21,-1,-1,-198,0,-1,-1,-1
inf3=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,3
tim2=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,90,22,-1,14,-1
tim3=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,80,22,-1,2,-1
upg4=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
tim1=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,100,22,-1,40,-1
upg8=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
sw2=0,10,0,1,13,-1,100,0,-1,0,22,-1,3,-1,22,-1,32,-1
inf4=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,4
sw1=0,10,0,0,13,-1,0,0,-1,0,22,-1,6,-1,0,-1,-1,-1
inf7=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,7
sw5=0,10,0,1,13,-1,340,0,-1,0,22,-1,27,-1,22,-1,22,-1
inf0=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,10
inf2=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,2
upg6=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
upg7=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
inf6=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,6
sw6=0,10,0,1,13,-1,400,0,-1,0,22,-1,39,-1,22,-1,15,-1
tim4=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,70,22,-1,9,-1
tim7=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,40,22,-1,11,-1
upg3=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
upg5=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
upg0=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
mid=0,10,0,0,8,-1,0,0,-1,0,8,-1,-1,99,0,-1,-1,-1
inf9=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,9
sw9=0,10,0,1,13,-1,520,0,-1,0,22,-1,31,-1,22,-1,30,-1
tim5=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,60,22,-1,0,-1
obj2=2,10,0,0,7,-1,0,0,-1,0,21,-1,-1,-197,0,-1,-1,-1
inf8=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,8
upg9=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1
tim9=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,20,22,-1,25,-1
upg2=0,10,0,0,0,-1,0,0,-1,0,13,-1,-1,-244,0,-1,-1,-1
sw8=0,10,0,1,13,-1,490,0,-1,0,22,-1,37,-1,22,-1,7,-1
sw4=0,10,0,1,13,-1,270,0,-1,0,22,-1,19,-1,22,-1,5,-1
sw0=0,10,0,1,13,-1,540,0,-1,0,22,-1,13,-1,22,-1,23,-1
sw7=0,10,0,1,13,-1,450,0,-1,0,22,-1,20,-1,22,-1,16,-1
tim8=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,30,22,-1,29,-1
sw3=0,10,0,1,13,-1,190,0,-1,0,22,-1,4,-1,22,-1,21,-1
tim6=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,50,22,-1,17,-1
inf1=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-168,11,-1,-1,1

[Tutorial]
1=Tech level 1
2=Tech level 2
3=Tech level 3
4=Tech level 4
5=Tech level 5
6=Tech level 6
7=Tech level 7
8=Tech level 8
9=Tech level 9
10=Tech level 10

[CellTriggers]
7999=OBJ1
8000=OBJ1
8001=OBJ1
8127=OBJ1
8129=OBJ1
8255=OBJ1
8256=OBJ1
8257=OBJ1

[2TNK]
Prerequisite=weap,miss

[4TNK]
TechLevel=-1

[MRJ]
TechLevel=-1

[MGG]
TechLevel=-1

[ARTY]
Prerequisite=weap,fcom

[MCV]
TechLevel=-1

[APC]
Prerequisite=weap,tent,bio

[SS]
Prerequisite=spen,bio

[DD]
Prerequisite=syrd,miss

[CA]
TechLevel=-1

[PT]
Prerequisite=syrd,bio

[E6]
Prerequisite=bio

[E7]
TechLevel=-1

[SPY]
Prerequisite=dome,miss

[MIG]
TechLevel=-1

[TRAN]
TechLevel=-1

[HELI]
TechLevel=-1

[HIND]
TechLevel=-1

[HOSP]
Power=0
Bib=yes
Capturable=true

[BIO]
Power=0
Bib=yes
Capturable=true

[MISS]
Power=0
Bib=yes
Capturable=true

[FCOM]
Power=0
Bib=yes
Capturable=true

[IRON]
TechLevel=-1

[ATEK]
TechLevel=-1

[PDOX]
TechLevel=-1

[HPAD]
TechLevel=-1

[GAP]
TechLevel=-1

[SAM]
TechLevel=-1

[MSLO]
TechLevel=-1

[WEAP]
Prerequisite=proc,hosp

[SYRD]
Prerequisite=powr,hosp

[SPEN]
Prerequisite=powr,hosp

[HBOX]
Prerequisite=tent,hosp

[TSLA]
Prerequisite=weap,miss

[GUN]
Prerequisite=tent,hosp

[AGUN]
Prerequisite=dome,bio

[DOME]
Prerequisite=proc,hosp

[AFLD]
Prerequisite=dome,bio

[APWR]
Prerequisite=powr,fcom

[STEK]
Prerequisite=weap,dome,miss

[KENN]
Prerequisite=barr,hosp

[BRIK]
Prerequisite=fcom

[WEAF]
Prerequisite=proc,hosp

[SYRF]
Prerequisite=powr,hosp

[DOMF]
Prerequisite=proc,hosp

[V19]
Strength=400
Points=5
Armor=wood
Repariable=true
Capturable=yes
Power=-10
Storage=1500

[TeamTypes]
X1=12,0,7,0,0,-1,-1,1,E6:1,1,11:8

[Map]
Theater=TEMPERATE
X=1
Y=32
Width=126
Height=64

[Waypoints]
98=5900
3=6299
7=6373
1=7835
5=7909
99=8128
0=8475
4=8549
2=10011
6=10085

[MapPack]
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0=Multi1,E6,256,7854,2,Sleep,0,None
1=Multi1,E6,256,8494,3,Sleep,0,None
2=Multi1,E6,256,9006,3,Sleep,0,None
3=Multi1,E6,256,9517,1,Sleep,0,None
 

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Hello everybody again

I been playing Tech Wars with some good CnC Net players and all them have liked it. Ive improved map shape and can support up to 8 players.

Now im working on some fancy stuff to make it more colorfull, and i still need some help:

1)How can i make that a neutral badger bomber drops a CRATE? is this possible somehow?

2)im interested in making the oil pumps [V19] work as RA2 oil derricks, meaning that they can be taked by the player and give a constant income of little money. This one is kind of harder than the previous one.

Any suggestions are well recieved.

Note to comunicty: ive snoticed that [HOSP], [BIO], [MISS] and [FCOM] cant be set to Power=0 !!!!!!! i had to use Power=-1, by somea reason 0 dosnt work and its just ignored

Thanks again to ORA-MaDMaN for his contribution, help, and moral support =)

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