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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 02-08-2003, 02:45 PM   #1 (permalink)
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Location: USA
Posts: 223
Default MCV count as building?

I'm trying to make a new side (I'm replacing Lybia) but when I try to start a game, everything blows up. When I turn off "quick game" it works, but how can I make my new MCV act like the existing ones i.e. count as a building for the purposes of Quick Games? Heres the rules, in case it matters:


; Mobile Construction Vehicle
[WMCV]
UIName=Name:WMCV
Name=WAL Construction Vehicle
Image=TRUCKB
Prerequisite=WAWEAP
Strength=1000
Category=Support
Armor=heavy
DeploysInto=WACNST
TechLevel=10
Sight=6
Speed=4
Owner=Africans
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
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Old 02-08-2003, 02:58 PM   #2 (permalink)
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You cant have a new MCV without Short Game messing up.
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Old 02-08-2003, 03:38 PM   #3 (permalink)
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Damn. That sucks. Is there any way to take Short Game off of the game dialoge box so it doesn't get turned on?
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Old 02-08-2003, 04:19 PM   #4 (permalink)
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Don't bother iwth a whole new MCV, make all the new side's structures have requiredhouses=african

god I can't type today.
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Old 02-08-2003, 04:39 PM   #5 (permalink)
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I don't want to give my new side the Sov MCV and CNST because

1) They don't look fight for the side.
2) I'd need to put requiredhouses=african for every building, and that means no engineers or stolen tech.
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Old 02-08-2003, 07:42 PM   #6 (permalink)
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Can't BaseUnit= have the new mcv added to prevent this?
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Old 02-09-2003, 02:07 AM   #7 (permalink)
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let needleman do it. read and heed. .
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Old 02-09-2003, 09:10 AM   #8 (permalink)
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I already tried adding my MCV to the BaseUnit= list. It didn't work.
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Old 02-10-2003, 11:22 AM   #9 (permalink)
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The BaseUnit= flag does get parsed but only the first three entries
So you gotta choose which three MCVs you wanna keep working in short game.

By the way, you cannot have a fourth stolentech. The game is hardcoded to match GATECH with RequiresStolenAlliedTech, NATECH with RequiresStolenSovietTech and YATECH with RequiresStolenThirdTech.
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Old 02-10-2003, 08:25 PM   #10 (permalink)
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I know about the tech. I'm planning to have my new side's tech unstealable (but they can seal other's tech ) I guess I'll change the strings for Short Game to say that it disables the forth side. There seems to be nothing else I can do.
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