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Max Unit Count
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu May 08, 2008 2:40 pm    Post subject:  Max Unit Count Reply with quote  Mark this post and the followings unread

I follow step to make third side from here

http://www.tiberiumweb.com/forums/index.php?showtopic=9

I haven't any problem until here

Quote:

STEP 6: Finishing Touches
Now we can just go over things we've already done and double check.
Also, go to every vehicle/infantry object and give them:

AllowedToStartInMultiplayer=no

Apart from the 3 MCV's that you created. Go to Multiplayer Defaults
section and set the starting units to one. In skirmish, you will end
up with one MCV with no escort but a working side!


I can't find how can I set max unit count to only 1 because if more than 1 it will be make that I can have MCV more than 1 when start.

v
v
v
It is RA2. In Tib Sun is used this

Quote:
[MultiplayerDefaults]
Money=10000
MaxMoney=10000
ShadowGrow=no
Bases=yes
TiberiumGrows=yes
Crates=yes
CaptureTheFlag=no


I try add UnitCount=1 and MaxUnitCount=1 But It doesn't work(UnitCount=1 Make Unit Count = 1 when start skirmish but you still can change Unit Count between 1-10 in skirmish screen)

Last edited by GameMaster0000 on Thu May 08, 2008 3:09 pm; edited 1 time in total

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu May 08, 2008 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

MultiplayerDialogSettings - use find in word it should make sense

otherwise just manually set it to 1 ingame

Edit: Meh ts rules sucks Rolling Eyes

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Last edited by Allied General on Fri May 09, 2008 9:42 pm; edited 2 times in total

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu May 08, 2008 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, I mean, that it is wrote in ther language.dll. If you chande this dll, you can change the screen for playing skirmish (delete short game,....). I don't know if it also regulars the maxium unit count...

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu May 08, 2008 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no such thing as MaxUnitCount in Tiberian Sun (Ive checked Game.exe) This is a feature that was added first to Redalert2.

You have to manually change the Unit Count option ingame and not trough the Rules.ini

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu May 08, 2008 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but I saw a mod where from beginning only unitCount=1 was avaible - and it had a language.dll

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu May 08, 2008 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

djohe you're an idiot. MaxUnitCount is in fact a real tag, try it.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Thu May 08, 2008 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

And where is this MaxUnitCount in game.exe? (Yes I did test it after checking game.exe and it made no difference just as I thought, its not valid)

(Im not stupid ya know Very Happy )

/me checks game.exe again and does not find any references to MaxUnitCount

EDIT: By the if you did not know please search for "Crap Engineers" in Game.exe Very Happy

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu May 08, 2008 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crap Engineers is the WW name for Multi Engineer, code backs that up #Tongue

Ill add a lot of Skirmish control features to HP, seems people want them.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri May 09, 2008 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
where is this MaxUnitCount in game.exe?

It's a magical tag. Just code in the value in your little rules.ini file, and watch it work.
It's that simple, kiddo Wink

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The Team Black Index

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri May 09, 2008 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

WTF Mad Team Black I just said I tested it and it does not work and should prove that there is no such thing as MaxUnitCount. (Im using orginal Language.dll)

Stop missleading people with non existant code lines Mad

Capn' Black wrote:
Quote:
where is this MaxUnitCount in game.exe?

It's a magical tag. Just code in the value in your little rules.ini file, and watch it work.
It's that simple, kiddo Wink

Yeah and im the Tooth Fairy

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri May 09, 2008 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't had any issues using the MaxUnitCount tag, I have no reason to think it doesn't work.

I used this tag it for a minimod of mine a while back, I borrowed the the code from Joshy's AWOI.

But if you've modded the language.dll correctly, it really wouldn't even matter if MaxUnitCount was a real tag or not, if you already set UnitCount to 1

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