Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Thu Jun 27, 2013 11:43 pm Post subject:
infantry list/order
for GDI, in this case the list would be
1. Light infantry
2. Disk thrower
3. jjet
4. engineer
5. medic
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for my humble mod, I wanted to return Bazooka like they had in C&C1
but so it comes after disk thrower and before jjet
but if i enforce it in rules like that i would screw things up for game wouldn't i ?
so how to do it then ? QUICK_EDIT
Screw up how??? The order is simply formed of price of unit/prerequisite/owner mostly but mainly the price thus why light infantry is before disk thrower and so on. Price within 200-600 range would have desired result IMO.
Edit: oh my bad I mistake it a bit since RA2 has separated lists and TS is all common list based. Last edited by ApolloTD on Fri Jun 28, 2013 8:53 am; edited 1 time in total QUICK_EDIT
The order is based on the Lists only.
For BuildingTypes only, the order in the list is important, as these are referenced by their index in ai.ini, not their name.
For InfantryTypes, VehicleTypes and AircraftTypes the order doesn't matter.
Changes in the order can only occur, when certain prerequisites change the order at which the units/buildings become available. But if all prereqs are met and a first Factory/Barrack is build, then all units/buildings belonging to this Factory/Barrack appear in the order in which they stand in their respective List. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I always make my order via TehLevel. Units which I want to show at top, I put in lower tech level, and units such heroes, spies and expensive ones I put in high tech level, so they go down in tab. Same goes for vehicle types, except aircraft, they always go down. And Navy. _________________
Why would you even do that in the first place? The unit probably wouldn't work since the codes are incomplete, ie not working as you wanted, doesn't appear on the sidebar, or even worse, crashes the game. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Nah, I'm pretty sure that the order of the sections/units in the list doesn't matter.
The only thing related to the order which I know of is that the AI is coded to target specific buildings by the order in which they are in [BuildingTypes], so if you add your own buildings in between the TS ones there, you can screw up some AI scripts. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
So if I made a side specific light infantry for nod and put him first or second in the lost it wouldn't cause the game to have an internal error? QUICK_EDIT
Just a helpful hint for anyone doing this that hasn't done it yet, infantry order in rules doesn't matter. Also change e1 used in crew or any thing shared to another unit. I added a fully remapable e1 clone and renamed it as p1. Also you must use a new cameo for both the new e1 and your new nod e1 which I named n1. If you don't use renamed separate cameos for the units than you will have an extra cameo in game. Also do this for the engineer since it too is a shared unit. QUICK_EDIT
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