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Toxic Soldiers / Riot Police
Moderators: Global Moderators, Tiberian Sun Moderators
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Syco
Medic


Joined: 06 Jul 2003
Location: Hawaii...unfortunately

PostPosted: Wed Jan 07, 2004 7:06 am    Post subject:  Toxic Soldiers / Riot Police Reply with quote  Mark this post and the followings unread

Jog your memory...
Riot Police : GDI Firestorm campaign, forget what level...riot control, take out the leaders, use mobile EM pusle.
Toxin Soldiers : Second NOD Firestorm level. "Infect GDI with cabal's experiment".

Anyway, the question: They don't seem to show up in any ini files...is there some secret place, or are they hardcoded? If they are hardcoded, can they be recreated? Do we know their unit ID?
-Syco

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Jan 07, 2004 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're edited SLAV units..

the ini codes from rules.ini can be changed in a map.

even in skirmish maps.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Jan 07, 2004 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

bingo!

so extract the map files for the missions and open them in a text editor and look for the ones that have [SLAV] in them. You may want to put all of the map files in their own directory and then use Windows Find to check which ones have "[SLAV]" in them.

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Syco
Medic


Joined: 06 Jul 2003
Location: Hawaii...unfortunately

PostPosted: Thu Jan 08, 2004 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, so this means a new tree...can someone help me lay it out (so I can understand?)
TS reads Rules.ini within the original .mix (forget what it is at the moment),
Then reads rules.ini files in expand##.mix and overwrites same values*
Then reads firestorm.ini files in default mix, then in expand##.mix, doing the same thing as above
Then reads rules.ini / firestorm.ini in the main directory, same way as above
Then reads unit values within a map?**

* for those who don't follow, under [Unit] value is only for whatever exists. such as changing the Name=Slavick under [Slav] only changes his name...we can explain more a different time
** I can't get finalsun to work under 16 bit resolution on Win2k, I didn't try running 256 colors...would that fix it? I don't think so, but...yeah

-Syco

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Jan 08, 2004 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

from what I understand, you have the correct order in which rules class files are read.

This won't be the first time someone hasn't been able to get a program to work in Win2k.

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Syco
Medic


Joined: 06 Jul 2003
Location: Hawaii...unfortunately

PostPosted: Thu Jan 08, 2004 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh. Upgrading to XP and +20 gig when I get the cash. Not that I don't trust Kravvitz, but if other people would join in, more agreement would make me more sure. And of coarse, disagreement would be good too.
-Syco

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pft1086
Light Infantry


Joined: 04 Dec 2003

PostPosted: Sat Jan 10, 2004 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure what your problem is. I'm running Win2k in 32 bit color and Final Sun works fine for me.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Jan 10, 2004 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

you don't need finalsun for this, just open up the map files in notepad.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Jan 11, 2004 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

note that the toxin soldiers and riot troops weapons are trigger based which is likely why they are not in the rules.ini

and will not work if u try and add them as new units

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Syco
Medic


Joined: 06 Jul 2003
Location: Hawaii...unfortunately

PostPosted: Sun Jan 11, 2004 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm. So if I had something like it, the Tiberian Sun map generator wouldn't be able to generate maps for the mod, and I'd have to get a good mapper to make me several dozen maps.
There's something I won't be messing with for awhile.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Mon Jan 12, 2004 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you, Smiff, I forgot about that.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jan 12, 2004 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
note that the toxin soldiers and riot troops weapons are trigger based which is likely why they are not in the rules.ini

and will not work if u try and add them as new units


The weapons are trigger based? Confused Confused Confused

They just edited weapon and unit stats of SLAV in these maps...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jan 12, 2004 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh! now i get it... yes, when shot the civilians will move to certain locations and will get crazy, all controlled by triggers..

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jan 13, 2004 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

They also switched side. That was done through triggers as well.

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