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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. |
10-07-2003, 04:57 PM
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#1 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 1
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Disabling Units in Multiplayer Maps/ Garrisonable Bonuses
I have no experience in modding the game itself, so I've been experimenting for quite a bit on multiplayer maps instead, trying to bring new challenge into them, such as tinkering with triggers and teams. I've reached one or two snags that I hope someone would kindly help me solve or make me understand better.
1. I've read the tutorials here and at RADEN, and I've noticed how to disable Naval Yards. So I did experiment with the code, and found it successful using the code that they have written:
[GAYARD]
Techlevel=11
[NAYARD]
Techlevel=11
[YAYARD]
Techlevel=11
However, I also experimented on disabling multiple units by copying the code and modifying it to disable other units. This is a part of what I've tried:
[ATESLA]
Techlevel=11
[BEAG]
Techlevel=11
[BORIS]
Techlevel=11
When I played the map, none of those units were disabled. Only the Naval Yards were disabled. So back to the question: Is it possible to modify the code in multiplayer maps to disable certain units and structures other than the Naval Yards from being built by players?
2. Garrisonable bonuses: I noticed that certain civilian buildings when garrisoned in multiplayer mode allows special units to be built. This is what I've found when garrisoning the following buildings:
Pentagon: Navy SEALs (both in RA2 and YR)
Sears Tower: Reveals the map (both in RA2 and YR)
Kremlin: Yuri Clones (YR, unsure about RA2)
Is it possible to mod the game (or preferably the map alone) to offer hidden bonuses to players if they garrison certain buildings other than the ones listed above?
Hope you guys would offer some assistance. Thanks a lot.
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10-07-2003, 05:06 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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to disable a building/unit..its preferable giving it a negative tech level value:
[ATESLA]
TechLevel=-1
and to know most of the tags of modifying units..check my tutorial on how to code a tank
and to make a building that gives certain units in the map...youll have to modify the rules.ini for the building manor and the art.ini for the building shape...code your building, then give it the Capturable=yes tag then modify the Prerequisite= tag (the tag which determines what is the buildings required to build the unit) to the desired building.
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10-08-2003, 12:45 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Actually, -1 won't stop AI building it...
And those garrisonable buildings usually are listed under PrerequisiteOverride, not Prerequisite.
Also, if you capture/garrison/whatever a Smithsonian Castle, you'll get Chrono Legionnaires.
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10-08-2003, 10:31 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
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-1 will stop a the AI building it. The AI can override other things like techlevel 11 not but -1.
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10-09-2003, 12:11 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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I think I've seen a post that says exactly the opposite  Oh well, maybe my memory is lying to me :S We'll need to try it to see which one is right...
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10-09-2003, 02:24 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
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Well. Simple test. Put all the civillian cars in the Vehicle List after 102. If the AI can override -1 it'll produce civvies like it's going out of style 
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10-09-2003, 08:27 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Yes, but that's not an accurate test, since the civilian cars are normally unused...the important point is the ai-file, I think...I dunno what's up with TechLevel=-1, but at least requiredhouses and prerequisites are frequently ignored by the AI...
Simply put RequiredHouses=Americans or something like that on the Grizzly and you'll see...all Allies will still build it, until you modify the Trigger to be Americans only...maybe the AI overrides the TechLevel as well...
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10-09-2003, 08:56 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
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Anything that is a positive can be over-ridden but anything that is negative can't (AFAIK)
For example (And DZ will back me on this one) the AI Can't override the ForbiddenHouses tag. It's a negative. Same with -1 TL it's a negative.
Like I said all AFAIK but yeah AFAIK an AI can't override a negative.
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10-09-2003, 12:06 PM
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#9 (permalink)
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Junior Member
Join Date: May 2003
Posts: 20
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I am certain you need more than just a -1 for a tech level. I have tried disabling buildings in rules.ini and the computer still builds the structure. I can only get the building to disable completely by giving it AIBuildThis=no as well as a -1 for tech level.
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10-09-2003, 04:19 PM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by ragnarok2200
I am certain you need more than just a -1 for a tech level. I have tried disabling buildings in rules.ini and the computer still builds the structure. I can only get the building to disable completely by giving it AIBuildThis=no as well as a -1 for tech level.
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True, true.
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