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Only tanks on startup?
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ReFlex
Disk Thrower


Joined: 18 Jul 2006
Location: Austria

PostPosted: Sat Feb 18, 2012 1:01 pm    Post subject:  Only tanks on startup?
Subject description: and no infantry!
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possible?

I want to make a mini mod like "world of tanks" (only tanks vs tanks), but TS crashes if I remove the infantry from the "AllowedToStartInMultiplayer" option in the ini.

Have anyone a solution?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Feb 18, 2012 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't the Game is hardcoded to have at least one infantry per side to start on multiplayer.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Feb 18, 2012 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

cant you just put TechLevel=-1 for all infantry to make them unbuildable then during game options, put unit count to =0. So that way game starts only with mcv and then infantry will not be buildable.

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Yowza
Vehicle Driver


Joined: 11 Aug 2006
Location: Sweden

PostPosted: Sat Feb 18, 2012 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to replace the infantry with tanks (Make/turn the infantry into tanks)?

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Feb 18, 2012 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do it on ra2.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Feb 18, 2012 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It should be possible to remove all starting units by simply leaving no unit with AllowedToStartInMultiplayer=yes, then you'll always start with just your MCV and nothing else (even if UnitCount would be 10 -- the unit count slider simply wouldn't do anything).

I don't think it's possible to make the game start with only vehicles though.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sat Feb 18, 2012 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anyone ever tried out what happens if a unit has Strenght=0?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Feb 18, 2012 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I remember right, the unit won't be able to move and will be unkillable, but still "alive".

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ReFlex
Disk Thrower


Joined: 18 Jul 2006
Location: Austria

PostPosted: Sun Feb 19, 2012 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
It should be possible to remove all starting units by simply leaving no unit with AllowedToStartInMultiplayer=yes, then you'll always start with just your MCV and nothing else (even if UnitCount would be 10 -- the unit count slider simply wouldn't do anything).

I don't think it's possible to make the game start with only vehicles though.


I dont want to make a WF, only MCV

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 19, 2012 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Just set the Slider to 0 then. Confused There must be at least one type of infantry available for each side to spawn on a Start Units with.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Feb 19, 2012 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
There must be at least one type of infantry available for each side to spawn on a Start Units with.
DTA's Comp Stomp maps have no units with AllowedToStartInMultiplayer=yes and they work fine. The players always start with only their MCVs and nothing else, no matter how much the Unit Count slider shows. So there is a way to get it to work.

Unless I'm forgetting something (Bittah would know better), how we did that was that we simply set AllowedToStartInMultiplayer=no to all units in the maps.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Feb 19, 2012 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just have an invisible, unselectable infantry spawned on start - that would probably be the smallest headache.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 19, 2012 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The easiest workaround I could see for this would be that the Basic Infantry would just be Hijacker-esque Units or something similar to the Pilot Unit from Generals which promoted your units when it rode in.

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demented
Vehicle Driver


Joined: 04 Feb 2012

PostPosted: Sun Feb 19, 2012 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

"Why not just have an invisible, unselectable infantry spawned on start - that would probably be the smallest headache."

that would make few impassable spots, interrupting base expansion. unless that infantry is flying. Or with huge guard area and non-damaging weapon with huge minimum range, making them go to corners of map and stay there. Insignificant=yes. or they could just suicide right from the start.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Feb 19, 2012 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

What are you talking about, all infantry in CL has 'AllowedToStartInMultiplayer=no' and it works fine.
That's a basic part of making 3+ factions work and there's no any kind of problems with it.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Feb 19, 2012 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just tested it and allowing a vehicle to start in multiplayer while all infantry have AllowedToStartInMultiplayer=no only seems to not cause an IE when the starting units is set to 1 if bases are disabled (or to 2 if bases are enabled).
^Rampastein wrote:
Atomic_Noodles wrote:
There must be at least one type of infantry available for each side to spawn on a Start Units with.
DTA's Comp Stomp maps have no units with AllowedToStartInMultiplayer=yes and they work fine. The players always start with only their MCVs and nothing else, no matter how much the Unit Count slider shows. So there is a way to get it to work.

Unless I'm forgetting something (Bittah would know better), how we did that was that we simply set AllowedToStartInMultiplayer=no to all units in the maps.

That's indeed how I did it; as it is right now, allowing any vehicle to start in multipalyer will cause the map to crash on start because no infantry are allowed to start on it.

Edit:
After running some more tests it seems that the minimum amount of infantry that are always forced to start in multiplayer depending on the number of starting units is
  • 0 with 2 starting units and bases enabled (or with 1 starting unit and bases disabled)
  • 1 with 3-9 starting units with bases enabled (or 2-9 with bases disabled)
  • 2 with 10 starting units with bases either enabled or disabled

To make sure the game always starts with the minimum amount of infantry you simply have to make the infantry that's allowed to start in multiplayer as expensive as the most expensive vehicle that's allowed to start in multiplayer (usually the MCV, which usually costs 2500); making it any more expensive than this unit will cause an increase the number of units players will start with (although the infantry will still only start with the minimum amount).

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ReFlex
Disk Thrower


Joined: 18 Jul 2006
Location: Austria

PostPosted: Sun Feb 19, 2012 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:

To make sure the game always starts with the minimum amount of infantry you simply have to make the infantry that's allowed to start in multiplayer as expensive as the most expensive vehicle that's allowed to start in multiplayer (usually the MCV, which usually costs 2500); making it any more expensive than this unit will cause an increase the number of units players will start with (although the infantry will still only start with the minimum amount).


Cool!

I testet it, I think this is a good solution!

I can make a commander or mechanic.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Feb 20, 2012 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Can someone upload the EXCEPT.TXT files from these crashes?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Feb 20, 2012 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here you go.



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  20.75 KB
 Downloaded:  66 Time(s)


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Feb 20, 2012 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how can i replicate this in easy steps?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Feb 21, 2012 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just add AllowedToStartInMultiplayer=no to every single infantry that doesn't have it already.

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