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spy sat uplink tiberian sun
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ace
Civilian


Joined: 08 Aug 2003

PostPosted: Fri Aug 08, 2003 2:45 pm    Post subject:  spy sat uplink tiberian sun Reply with quote  Mark this post and the followings unread

Hi can anyone help with this i am after one building for nod and gdi so when built will remove all shroud reveal all map like red alert
does anyone no how to do this please. Hi i am aware of triggers and have already done it with a power plant by triggers but i wish to edit ini or rules
so it works in all skirmish games played thanks

Last edited by ace on Fri Aug 08, 2003 4:41 pm; edited 1 time in total

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Fri Aug 08, 2003 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking of making a unit that's invisible, and has maximum site. Not sure if it'd work.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri Aug 08, 2003 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, hellfire, it wouldn't... The maximum sight is about 10 I think... Units can't see farther than that.

As for your idea, ace... This structure would have to be specific to one map, or a couple maps... Basicly, if you're familiar with triggers in maps, you could make a multiplayer map that has a trigger that basicly says:

When _ structure is built > Reveal all map

the _ structure being your "spy sat"...

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Fri Aug 08, 2003 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The maximum sight number is around 10 or 12. This method doesn't work, I've tried it, but with a building. I think the SpySat is a superweapon in RA and RA2, checking an original RA1 rules.ini may help.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri Aug 08, 2003 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

In RA it was a superweapon that you had to wait for it to charge... If you lost the structure that controls it the whole map would be re-shrouded... in RA2 however, you just build the structure and it reveals the whole map. Then when the structure blows up, the map is reshrouded...

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Fri Aug 08, 2003 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've checked a RA1 rules.ini and I've found nothing. Only this at the projectiles:
; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4

But nothing is connected to this projectile in rules.ini. I think it's hard coded in the exe file like C&C95, everything was coded in the c&c95.exe.


EDIT:
I've also checked the RA2 rules.ini. It has an own tag: SpySat=yes but it doesn't work in TS. Adding theese tags: Reveal=yes, FreeRadar=yes don't work too. Right now I've no more ideas.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Fri Aug 08, 2003 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

TD (C&C95) had the settings.ini (sp?)

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Sat Aug 09, 2003 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope, in TD(Dos) you had to extract game.dat from general.mix and after that you could edit it with an editor. In TD(Win95) there was an editor that could edit the c&c95.exe. I have not heard about settings.ini and I could not find it in any mix file.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat Aug 09, 2003 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's impossible without making it map-specific. Sorry.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Aug 09, 2003 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eqx wrote:
Nope, in TD(Dos) you had to extract game.dat from general.mix and after that you could edit it with an editor. In TD(Win95) there was an editor that could edit the c&c95.exe. I have not heard about settings.ini and I could not find it in any mix file.


it's not in any of the files like the rules.ini of the other games is.

The problem is that I forgot how I got the copy that I have...

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Sat Aug 09, 2003 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW does somebody know how to get C&C95 working on WinXP? I always get an application error message.

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MMk4C01
Cyborg Soldier


Joined: 26 May 2003
Location: In a cardboard box, in a van, by the river

PostPosted: Sat Aug 09, 2003 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is xp fixes for ra1 n td just look there around Smile

try doing somehting like the weapon the spy plane has in ra1..a camera weapon..could have maybe a biuldalb eplane that shot a camera?
might not work right i think
but still another place to look for answers Smile

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Aug 09, 2003 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Camera=yes doesn't do anything in TS Sad

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MMk4C01
Cyborg Soldier


Joined: 26 May 2003
Location: In a cardboard box, in a van, by the river

PostPosted: Sat Aug 09, 2003 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

i thought so

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"Wake up and smell the tiberium!!!"
Westwood Lives in Death!!!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Aug 09, 2003 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

if it did, you could make it reveal the map by a huge chain reaction of airburst weapons (all of them equiped with camera), but you would need so many units to store them #Tongue...

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MMk4C01
Cyborg Soldier


Joined: 26 May 2003
Location: In a cardboard box, in a van, by the river

PostPosted: Sat Aug 09, 2003 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm intresting idea Very Happy

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Chico,California - Detonating a nuclear device within the city limits results in a $500 fine.

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