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Capturable Super weapons?
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Rider
Vehicle Driver


Joined: 13 Jan 2010

PostPosted: Sat Jan 23, 2010 9:03 pm    Post subject:  Capturable Super weapons? Reply with quote  Mark this post and the followings unread

I was wondering about this. Is it possible to make super weapons buildings capturable, but in a way that their Super weapon is usable even with super weapons disabled for that game?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 23, 2010 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes you can, I think all you have to do is place the super weapon on a map with FA and give it the Capturable=yes tag. Though it's been awhile since I've done something like this, I think thats all you need to do.

How's that crazy voxel you made working for ya? Razz

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Jan 24, 2010 12:30 am    Post subject: Re: Capturable Super weapons? Reply with quote  Mark this post and the followings unread

Rider wrote:
in a way that their Super weapon is usable even with super weapons disabled for that game?


If checkbox for superweapons is off you can't use supers, even if neutral one on map and captured however if you set the superweapon to have DisableableFromShell=no then the superweapon can be used regardless of having superweapons on/off. This of course has problem of super weapons always bein buildable on map, however if you add TechLevel=12, AIBuildThis=no then this disables it.

Thus the middle ground solution is for example soviet nuke is

[NAMISL]
TechLevel=12
AIBuildThis=no
Capturable=yes

[NukeSpecial]
DisableableFromShell=no

This would be for a map with a neutral nuke silo.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 24, 2010 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry AG, that is not true. You can capture a "Neutral" NukeSilo and still be able to use it, even with the SuperWeapons turned off. You only have to add Capturable=yes and AIBuildThis=no to the NAMISL settings. TechLevel does not matter as long as SuperWeapons are turned off. Actually I dont even think AIBuildThis=no even matters with them turned off, so basically like my first post all you need is the Capturable=yes

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 24, 2010 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

all I did was add this to map file.

[NAMISL]
Capturable=yes



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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Jan 24, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Also thought it should be mentioned, AI can not build anything Tech Level 11 and over... Thats how they got the AI to work for skirmish modes like Naval Wars and stuff... Just made everything TechLevel=11

I have everything I do not want my ai or me being able to build 11... :p just so i dont have to use more text and make my rules that much more in memmory xD (it actually does add up)

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sun Jan 24, 2010 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, Cranium is absolutely correct, also, if i can recall, the only way to make an nuclear silo gets without it superweapon its removing its SuperWeapon code, which i did one time and gets some problems as some animations just play with the superweapon attached to the building!

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jan 24, 2010 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

To clarify some things, just having Capturable=yes on your SW building only works in Red Alert 2. In Yuri's Revenge, YOU DO NOT GET the superweapon if it has DisableableFromShell= set to yes, even if you are able to capture the structure. So solution depends on whether OP is modding RA2 or YR.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 24, 2010 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
To clarify some things, just having Capturable=yes on your SW building only works in Red Alert 2


I see, so AG was right as well, My bad AG!

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Nyerguds
General


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

PostPosted: Sun Jan 24, 2010 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem with all of these ini changes is that superweapons will ALWAYS be disabled on the map, no matter what you select in the game setup.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 24, 2010 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I keep forgetting that RA2 has some features that YR dosent. Why they would change something like this for YR is beyond me. You should be able to capture any civi building and make it functionable IMO. Of course they probably didnt intend for civi's to have superweapons though Twisted Evil

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