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#Ares Include Featuring UMP
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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sat Apr 30, 2011 11:11 am    Post subject:  #Ares Include Featuring UMP Reply with quote  Mark this post and the followings unread

Just a quick one, I have been working on the UMP changes recently in my free time, the list of extra fixes that can be applied.

I have since used the Ares #include function to split up the rulesmd.ini file to make things easier to manage (Matter of opinion) I have set each [*****] Section as its own file but there is one exception

Sides & Country's Are in one file together to make things easier

I also Have yet to find a good place to put these so for now they are at the bottom of the rulesmd.ini file that includes all the file names. any suggestions are welcome as I will eventually release this as open source so if anyone wishes they can use them.

http://www.mediafire.com/?ttnhm9nze46ynpa

REQUIRES ARES 0.1!

Required Credits and such are written in the text files in the download

Hogo



Code:
;Unorganised Sections

;States & Variable Section

[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1

[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5

[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016

[Attack]
Rate=.016
AARate=.016
Scatter=no

[Move]
Rate=.016

[Patrol]
Rate=.016

[QMove]
Rate=.016

[Retreat]
Recruitable=no
Retaliate=no
Rate=.1

[Guard]
Rate=.030
AARate=.016

[Enter]
Retaliate=no
Recruitable=no
Rate=.016

[Eaten]
Retaliate=no
Recruitable=no
Rate=.016

[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

[Area Guard]
Recruitable=yes
Rate=.040
AARate=.032

[Return]

[Stop]

[Ambush]

[Hunt]
Recruitable=no
Retaliate=no
Rate=.016

[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016

[Sabotage]
Recruitable=no
Rate=.016

[Construction]
Recruitable=no
Retaliate=no
Scatter=no

[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no

[Repair]
Rate=.08

[Rescue]
Rate=.016

[Missile]
Rate=.1

[Open]
Rate=.016

[VariableNames]
0=<Alternate>
1=<Alternate>
2=<reserved2>
3=Smithsonian Destroyed
4=Lincoln Destroyed
5=Jefferson Destroyed
6=Washington Destroyed
7=SmithCastle Destroyed
8=Completed 3B
9=Prisoners Freed
10=Train Stolen
11=Completed 9B
12=Machineshop
13=Hospital

Last edited by Hogo on Mon May 09, 2011 12:28 am; edited 3 times in total

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Apr 30, 2011 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a note.
Removing completly all Units and Building sections out of rules.ini will prevent Final Alert or AI Editor from working.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 30, 2011 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hehe, so you can split up the rules.ini into seperate ini files as in Gens? Nice feature Smile

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sat Apr 30, 2011 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is ztyping brilliant. I love it!

Any way I could get my hands on this *now?* ;D

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Apr 30, 2011 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course. This is a 0.1 feature. #Tongue

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=======================
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=======================
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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sat Apr 30, 2011 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just doing some last checks to make sure everything works properly Smile
Then I will release this for anyone to use.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 30, 2011 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

EDIT: FinalAlert is a bit of a drag, though.

Last edited by Orac on Sun May 01, 2011 3:35 am; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 30, 2011 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah and I don't really see how it makes anything easier, or even more efficient. But hey that's just me.

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sat Apr 30, 2011 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, Some people like organisation :p I personally hate the rulesmd file with a passion :p

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Apr 30, 2011 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not have the rulesini included and all the changfes will be overwritten once th loading goes to the next ini to load? This way, the only real change to the rules ini is the addition of the included tags and it won't harm FA.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Apr 30, 2011 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did this in SS, remerged it eventually for reasons I can't quite remember.

You can fix Final Alert by leaving dummy entries in rulesmd, like
[CASANF18]
Name=SF Apartment A
[CANEWY01]
Name=NY Apartment A
[CANEWY06]
Name=Wall Street Office
[CANEWY07]
Name=Wall Street Office (pointed roof)
[CANEWY08]
Name=Wall Street Office (stairstep)

Adding Image= where appropriate, like:
[E2]
Name=Conscript
Image=CONS

As a plus, it will allow you to give stuff custom names that appear only in Final Alert 2. It's a lot easier than seeing a wall of "Building"

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun May 01, 2011 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
The breaking FinalAlert is a bit of a drag, though.


Program sucks anyway.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun May 01, 2011 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Since you mention it, yeah. Edited #Tongue

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun May 01, 2011 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Hogo wrote:
I'm just doing some last checks to make sure everything works properly Smile
Then I will release this for anyone to use.


yesyesyesyesyesyesyesyesyes!

I mean, I could do this myself, but why reinvent the wheel? Looks like you've done a fantastic job! Good show!

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Sun May 01, 2011 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Shocked This is good, can make my pc type "enter" less lag. But what about the original rulesmd.ini. How can you put the original into seperate parts?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun May 01, 2011 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

IamInnocent: Ares allows you to include other inis to rulesmd, by listing them as include, IIRC.

Download Ares and read the manual. It's at Modding Enhancements, near the iterator character.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sun May 01, 2011 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty much I split every Bracket section into separate files, You have your separate files but you need to list what the new files are called you don't need to specify what is inside them.

Symphonic I completely agree, why do it all over again when I have it right here Wink Took me a good 3 hours too xD

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun May 01, 2011 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hogo wrote:
Pretty much I split every Bracket section into separate files, You have your separate files but you need to list what the new files are called you don't need to specify what is inside them.

Symphonic I completely agree, why do it all over again when I have it right here Wink Took me a good 3 hours too xD


Ahahahaha<3333333333333

When do you think you'll release this? Coming days?

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sun May 01, 2011 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

As soon as Beowulf has set up my FTP again I will have it up for download ;p I will pester him again tonight Smile also I can then have a link for it on my site Wink

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun May 08, 2011 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

When is this going to be up for download...

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Mon May 09, 2011 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

As Symphonic wanted this I have now uploaded it, I don't have my FTP yet so Mediafire will have to do, Check top post for download.

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Wed May 11, 2011 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo, someone sticky this bitch, more useful than half the stuff in the forum.

LOVE IT!

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NaiSer
Civilian


Joined: 02 Jan 2014

PostPosted: Thu Jan 02, 2014 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Can i have the merged rulesmd.ini file?

Thank you Smile

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 02, 2014 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you want to have merged there?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jan 02, 2014 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for doing this, +1 Internets.

This should be sticky'd as soon as we get a reliable link.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Thu Jan 02, 2014 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Someone needs to make FinalAlert 2 YR:A. It should read all Ares's stuff or at least included ini's

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jan 02, 2014 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
Someone needs to make FinalAlert 2 YR:A. It should read all Ares's stuff or at least included ini's




it has been mentioned before.......

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NaiSer
Civilian


Joined: 02 Jan 2014

PostPosted: Thu Jan 02, 2014 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the rules_buildingtypes.ini file. "DebrisAnims" was replaced with "DebrisAnimss", which I know is wrong.
I think it is accidentally happened with the change. Fixed the "DebrisAnim" Replaced with "DebrisAnims"

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