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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 01-10-2005, 12:52 PM   #1 (permalink)
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Default Super Weapon Internal error - bug.

First of all, hello. I am new around here.
I am fron Finland. (small country in Europe) (Try to understand my english)

I have never considered myself a pro "editor", that's y I am only a betatester of a RA2 YR mod.

OK, the mod has a problem, what we havent able to resolve in about 8 months. And it makes us all mad. I know, that this is the place if u want pro YR editing (well, all C&C game) help.

Info: So, the mod has 5 different "sides". (Countries made to different sides)
Orginal: Allied, Soviet, Yuri. New: GDI (from Allied country) and Nod (from Soviet country)

They have their own MCV's, etc. Game is basically TS + FS + RA2 + YR. Of course some things sacrified to make the game work.

PROBLEM: Everytime AI either Allied or Soviet AI launches Weather Storm or Nuke to GDI or Nod, it causes internal JUST before the super weapon should be launched. And only Weather Storm and Nuke make the internal and ONLY when launched to GDI or Nod.

All other superweapons work just fine. GDI Ion Cannon, Nod Tiberium bomb, (Modded paradrop) and Psychic Dominator. AI can launch those to ANY human or AI enemy's base, and no problem.

I dont even know where to start looking the proble. Obviously the problem is in the cloned sides (GDI & Nod), not the super weapons.

Please help me if u can. This is hard problem. And most annoying. It has spoiled many good games. :/

Anyway, thank u. If u need more info about the mod, just tell me.
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Old 01-10-2005, 10:13 PM   #2 (permalink)
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I don't think I can halp you until I know more about how you added the new sides. Also, download DCoder's INI checker here at Red Utils.com, I hope that helps.
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Old 01-11-2005, 01:24 AM   #3 (permalink)
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The AI targeting uses [General]AIIonCannon***Value= to determine the most valuable targets, and uses the [General]NodRegularPower,NodAdvancedPower,GDIPowerPlant,Thi rdPowerPlant, .... and flags WeaponsFactory=yes, IsPlug=yes, etc.. to see which buildings fall under which category. Possibly your new sides don't have those flags set. Or the AI might be cross-referencing that list with [AI]BuildConst, BuildPower, etc... which can only have 3 structures listed, except the BuildRadar/BuildPower.

And, tesla, my nick is DCoder, not Decoder.
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Old 01-11-2005, 05:38 AM   #4 (permalink)
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Thanks for replies guys.

The INI checker's link doesnt work. :cry:
- - -
DCoder, do u mean that new war factorie, barracks, etc. must have certain tags that the AI will not get confused?

This is the AI's "build list":

; Building prerequisite categories are specified here.
PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR,GDIP OWR,NODPOWR,NODAPWR,AICGPOWR2,GDIPOWR2,GDIPOWR3... etc.
PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS,TSGA RADR,TSNARADR
PrerequisiteTech=GATECH,NATECH,YATECH,TSNATECH,TSG ATECH,TSNATMPL
PrerequisiteProc=GAREFN,NAREFN,YAREFN,TSPROC,TSPRO C2,TSPROC3,TSPROC4
PrerequisiteProcAlternate=SMIN;gs still counts under a PROC listing

Should I try to remove few values? But doesnt that mess up the AI?
- - -
Is there anyway to submit a file to these forums? I could send u the whole
rulesmd.ini.
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Old 01-11-2005, 06:10 AM   #5 (permalink)
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if you changed the WH/added a new WH for superweapons then make sure it is included in the [Warheads] list, its a problem which occured in AR2
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Old 01-11-2005, 09:07 AM   #6 (permalink)
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HoverPad=yes

If you have added that to a building, and that building is present when the AI uses a Weather Storm or Nuke, that will cause an Internal Error.

The DZ ini guide doesn't mention that little problem.

Basically, don't use HoverPad=yes.
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Old 01-14-2005, 10:49 AM   #7 (permalink)
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Well, this is something very weird, but AWESOME!
The bug is gone!!!

Only bad thing is, I do not have ANY idea what I did... :P

I only checked the things u guys said. And fixed the "V3ROCKET" - typo in the aimd.ini.
Weird, but it works!

Thank u!
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