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Forum Members: 18,581
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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
05-07-2003, 09:39 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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MP mode help
hey guyz, sorry for questioning too much but i tried to make a MP mode for ra2 basically it allows you to build more than one weather controller / nuclear missile, i made the rules but when i build the battle lab, only the chronosphere and the iron curtain are displayed  in my xxx.ini mp mode, i added the BuildLimit=0 to bothe weather conroller and nuclear missile structures. so whats the problemo?
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05-07-2003, 09:48 PM
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#2 (permalink)
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Member
Join Date: Dec 2002
Location: USA
Posts: 49
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Why'd you want 2 nukes and weather storms? I'm not sure , but wouldn't you need to make a duplicate superweapon special in rules? I think the game only allows 1 special at a time.
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05-07-2003, 09:52 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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rofl :lol: sorry
"BuildLimit=0" means that you can only build 0 or none.
What you should have done is put a semicolon in front of "BuildLimit=1"...hmmm...I'm not sure that would work...
Quote:
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; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
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so thange it to "BuildLimit=-1"
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05-07-2003, 09:55 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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how Did i miss that?? thanks kravvtiz man, you're a life saver 
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05-07-2003, 09:55 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Quote:
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Originally Posted by Pyrogore6
Why'd you want 2 nukes and weather storms? I'm not sure , but wouldn't you need to make a duplicate superweapon special in rules? I think the game only allows 1 special at a time.
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I've never tried it, but I think they will just charge faster with more buildings, not give you one SW for each SW building.
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05-07-2003, 09:57 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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You're welcome
You'd be surprised how many people don't read the explanation of the majority of the tags that is above where the infantry units are defined.
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05-11-2003, 02:44 AM
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#7 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 189
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Actually, neither. A superweapon has a set charge time that only changes in the rules file. The game is hardcoded to only work with a certain amount of superweapon types, (u cant add, only replace) One way to make a second superweapon could be make a duplicate, take away the superweapon tags, and give it a WEAPON (like a prism tower, Primary=) that is exactly like a weather storm, iron curtain, ect... and give it a very long reload rate.
I don't know if it will work for sure. Oh by the way, e-mail me DeeZeL, we are partners in modding and we need to keep in touch to exchange ideas and stuff.
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05-11-2003, 03:21 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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U can have some tricked fake sws with my method "Without replacing" any existing sws 
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05-11-2003, 03:29 AM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 414
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yeah, but those dont act like real supers do they? with the button on the sidebar?
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05-11-2003, 03:44 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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U can surely have charging icon and timer with my method, and some of my SWs haven't any weapon code, that means they r really SW. 
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