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Uncontrollable Chinook transport to evacuate civilians
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PostPosted: Sat Dec 12, 2020 5:34 pm    Post subject:  Uncontrollable Chinook transport to evacuate civilians Reply with quote  Mark this post and the followings unread

I'm trying to make a map like "In The Thick Of It" (Red Alert Allied Mission 1) where you have to evacuate a civilian (in this case a General unit). I know the basics of calling reinforcements and I managed to call a Chinook which lifts off and leaves the map when the General enters it.

The problem is that the Chinook is controllable and I don't want that. In the Allied Mission it's also not controllable. How can I disable the player control of specific units?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 12, 2020 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Selectable=no in the unit's section in the map should do it.

If you can't select it, you can't control it.

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M.A.R.
Civilian


Joined: 12 Dec 2020

PostPosted: Sat Dec 12, 2020 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Selectable=no in the unit's section in the map should do it.

If you can't select it, you can't control it.

Could you give me an example or map with this solution?
According to this documentation: https://gamefaqs.gamespot.com/pc/196962-command-and-conquer-red-alert/faqs/1701

Quote:
The format of a [UNITS] entry is:
     num=country,type,health,cell,facing,action,trig


My question concerns the non-modded Red Alert by the way

P.S.
I'm the author of the post, but forgot to login.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 12, 2020 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

My fault, thought you were modding TS/RA2; it's what most the community mods here these days.

Can't help with remasters, sorry.

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M.A.R.
Civilian


Joined: 12 Dec 2020

PostPosted: Sat Dec 12, 2020 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got an answer in a different forum:

The solution is to create a teamtype for a different house. The house BadGuy has the same color scheme as the USSR so it works.

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Nyerguds
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Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 05, 2023 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Well you could just look inside the original missions and see how they did it.

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