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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.

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Old 01-22-2003, 07:04 PM   #1 (permalink)
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Location: USA
Posts: 267
Default The Garrisonable Barracks and issues

The idea behind it is it builds infantry and acts like a defensive structure for the human wave tactics of China. The problem is that everytime I build it, it sells and a civilian pops out, I commented the build stuff out but it still doesn't work, can anyone help me?

I'm now using he unsellable code line to see if it actually works...
The RULES.INI

; Chinese Barracks

[NAHAND2]
UIName=Name:NAHAND2
Name=Chinese Barracks
Image=NAHAND
BuildCat=Tech
Prerequisite=POWER,NACNST
Strength=500
Armor=steel
TechLevel=-1;2
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
;;Factory=InfantryType
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DB RIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7S M,DBRIS8LG
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
;;NODBarracks=yes
;DamageParticleSystems=SparkSys,SmallGreySmokeSys, BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

;CanBeOccupied=yes

BaseNormal=yes
CanBeOccupied=Yes
MaxNumberOccupants=10
Primary=AlliedOccupyW
Secondary=SovietOccupyW


The ART.INI

;///////CHINESE
[NAHAND]
Remapable=yes
Normalized=yes
Cameo=HANDICON
Foundation=2x2
Buildup=NAHANDMK
Height=9
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
CanHideThings=true
CanBeHidden=false
OccupyHeight=4
AddOccupy1=-3,-3
RemoveOccupy1=-2,-1
RemoveOccupy2=-1,-2
DamageFireOffset0=-8,-7
DamageFireOffset1=17,40
;DamageFireOffset0=50,56
MuzzleFlash0=-11,42 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=-73,12
MuzzleFlash2=-8,-47
MuzzleFlash3=75,15
MuzzleFlash4=34,3
MuzzleFlash5=59,-77
MuzzleFlash6=-50,-50
MuzzleFlash7=33,5
MuzzleFlash8=0,90
MuzzleFlash9=-42,62
;OccupyHeight=6
;AddOccupy1=-3,-5
;AddOccupy2=-4,-5
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Old 01-22-2003, 10:21 PM   #2 (permalink)
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Default

I take it you will change TechLevel to alittle bigger then -1 before you run the game?

I have tried to do this same thing but with french barracks. Never got the phenomenon though of having it selling on me when i've build it, 'cause you ARE building it right, not just spawning it from something else? I was thinking of your TechLevel = -1 there.

Anyway, in my attempt i found that once you succeed in building it, produce soldiers and occupy the building you won't be able to abandon the building again since it's a producing structure. First when you have more then one building you will be able to order the soldiers to abandon the building, unless the building in question is the primary one, but then you will also at the same time change the building to be the primary in production.
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Old 01-22-2003, 10:34 PM   #3 (permalink)
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I've killed alot of the barracks coding because I haven't incorporated it into the game, I'm just making it be garrisonable for now.

Well this is China, if oyu dont' build infantry with china, then... don't play China. The Chiense barracks is probably the msot important chinese structure. Since it is their defensive structure, they get to build two at the same time. It's jsut one of those fun things with China...


Anyway, it dtill doesn't work, it automatically changes to civilian faction and sells off...
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Old 01-23-2003, 09:34 AM   #4 (permalink)
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I still can't get it to work, can I see your coding?
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Old 01-24-2003, 04:35 AM   #5 (permalink)
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Have you tried to change your declarationtag from [NAHAND] to something else ...say like, [NACHBAR] or something like that? Just so you don't run into some hardcoded conflicts or something. I dunno, much of all the old lingering TS-stuff is reused for other functions or disabled i've learned. I try to stay away from it as much as possible. Better to make a new declaration or edit an existing RA2 one.
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Old 01-24-2003, 04:25 PM   #6 (permalink)
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Okay, cool.
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