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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » How do I give the american side the grand cannon weapon

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 02-06-2003, 10:44 AM   #1 (permalink)
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Default How do I give the american side the grand cannon weapon

I am trying to give the american side the grand cannon.
I am playing red alert 2.

Also how do you put weapons on a map to be used right away by your team in a skirmish.
I have tried and failed.I have looked for the answer for awhile now but I am getting readers block from so much reading.

Thank you.
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Old 02-06-2003, 11:41 AM   #2 (permalink)
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Default got it!

I got the ownership changed in the rules.ini file and that works fine now.

Thank you all.

I still dont know how to put a weapon on the map and have instant ownersahip but I will survive.
I think this is a great forum.
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Old 02-06-2003, 12:27 PM   #3 (permalink)
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Instant ownership requires map triggers.

The "Change House" action does the trick. <Player @ A> is the guy who starts at waypoint 0, <Player @ B> starts at 1, and so on.

The best practice of this is to not make it "instant". Use a time delay of 5 seconds, because skirmish AI players get confused when their first building is not their conyard. Else they often build shipyards near the free buildings instead, or build base defenses where the free building was, once it gets destroyed.

Further on the 'good practice' idea - the free buildings that are on the map should be Special (JP) House. Then you use a trigger which fires 1 second after the 'Change House' triggers do, and that trigger should seek to destroy everything on the map belonging to JP House. In this way you can clean up buildings that go unassigned in the event some player start points are vacant.
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Old 02-06-2003, 03:08 PM   #4 (permalink)
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Default thanks

The problem is I haven't found any instructions for doing that.
For example.
Do I put the Grand Cannon on the battlefield and then somehow point to it?
I don't know how to point a trigger at it.

I have been reading all the instructions I can find but no luck yet.
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Old 02-06-2003, 04:43 PM   #5 (permalink)
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Hey, I got it to work. THis forum is great.

If you can get a 35 year old man to learn something new then your doing ok.Thanks.
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Old 02-06-2003, 08:00 PM   #6 (permalink)
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youngster :lol:
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Old 02-06-2003, 11:54 PM   #7 (permalink)
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cannis, how about the AI triggers regarding GDIBaseCoefficient thing? and NodBaseCoefficient thing? if you increase those 3 numbers or decrease it, will the AI build hard to break base defenses? thanx!!
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Old 02-07-2003, 02:10 AM   #8 (permalink)
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AlliedBaseDefenseCounts=, SovietBaseDefenseCounts=, and ThirdBaseDefenseCounts= give numbers the AI will strive to meet when building base defenses. AITriggers are not involved with this at all.
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Old 02-07-2003, 02:16 AM   #9 (permalink)
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Oh my jah! Please stop stop stop stop stop stop stop stop stop spamming around!
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Old 02-07-2003, 04:11 AM   #10 (permalink)
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Quote:
Originally Posted by CannisRabidus
AlliedBaseDefenseCounts=, SovietBaseDefenseCounts=, and ThirdBaseDefenseCounts= give numbers the AI will strive to meet when building base defenses. AITriggers are not involved with this at all.
again, if you increase the numbers given like 20,15,5 in AlliedBaseDefenseCounts=, will it build more base defenses? thanx for your patience. .
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