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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. |
07-13-2004, 01:10 PM
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#1 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 16
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Unlocking the other Game Modes
Does Anyone know to edit the game so that you can choose Megawealth and the other game modes in singleplayer skirmishes????
thanks.
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07-13-2004, 01:30 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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AFAIK, you have to take the mpmodes(md).ini, and move the gamemodes you want from [ManBattle] to [Battle]. But I've never done this, so I don't know which ones will work correctly. (Although I guess the ones from [ManBattle] should all work correctly with AI, since there are essentially mini-mods to the game).
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07-13-2004, 01:37 PM
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#3 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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I wonder if AI can really handle 3 sides at one time... :/
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07-13-2004, 01:54 PM
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#4 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 16
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ok. thanks and i will get back to you when i try this. thanks again.
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07-13-2004, 02:00 PM
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#5 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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@Infraid: UnholyAlliance?
The AIBasePlanningSide should be taken out of UnholyAlliance. It is possible to do gamemode-specific triggers (Cannis has done it), so it should be possible eventually... But UnholyAlliance is number one game mode to suffer from Whiteboy's 74-unit-bug, I think.
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07-13-2004, 03:49 PM
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#6 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Well, well, well....
1) To tell the truth, I never tested Unholy Alliance. So I didn't know AI could deploy all three CYARD and proceed to the construction of all 3 Tech Trees.... But if it works great, I think I'll integrate it in my mod.
2) Still on gamemode specific triggers, is Cannis still keeping this secret ?
3) Whiteboy's 74-unit bug ?
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07-13-2004, 05:32 PM
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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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3) Infraid isn't up-to-date  Whiteboy recently pointed us to a bug where, when you have 74 units of more in one tab (only tested with units so far), the game does something bad. For Whiteboy, iirc, this just ment all text was gone, while over here, the game froze.
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07-13-2004, 09:27 PM
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#8 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Oh that ?! Suuuure I knew about it....
And personnally, I wouldn't like to be credited a new bug found by modding. No good karma...
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07-14-2004, 04:24 AM
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#9 (permalink)
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Junior Member
Join Date: Jul 2004
Posts: 16
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thaks it did work.
But i was just wondering whether there is a way to change the game in RA2 so that you can ally with the computer in co-operative cause otherwise it is just like another Battle setting and rather boring.
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07-14-2004, 08:35 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Actually I'm honoured to have a bug named after me... heheh. The bug is not serious, just annoying. Basically, if your mod ever has a LOT of things available to build (74+) on the VEHICLES tab, the player cannot see the name and price of the vehicle when they hover their mouse over the cameo. However, you can still hover over the actual vehicle on the map and see it's name.
This only affects vehicles I think. I have a lot of infantry in my mod and when you can build them all, this bug does not occur. I don't know why Renegade's comp froze while trying to get this bug. More testing is needed. But for now, the solution is to design your mod in such a way that the player can never have access to 74+ vehicletypes at the same time.
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