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 Forum index » Modding Central » Red Alert 2 Editing Forum
Unholy alliance
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Renu48
Soldier


Joined: 11 Nov 2018

PostPosted: Fri Aug 14, 2020 12:14 pm    Post subject:  Unholy alliance Reply with quote

I have partially created an unholy alliance gamemode. Can anyone help me with a code so that at the beggining i would have 3 different mcv appearing in my game

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Aug 14, 2020 1:33 pm    Post subject: Reply with quote

For one, each MCV must have proper Owner= set.

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry

This will result in all subfactions being eligible to have the unit that has that Owner value. Whether or not you'll actually get 1 or more, that is a different story.
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Renu48
Soldier


Joined: 11 Nov 2018

PostPosted: Fri Aug 14, 2020 3:27 pm    Post subject: Reply with quote

Is there a way to make sure that i always get all 3 mcv's like in cncnet

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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Fri Aug 14, 2020 10:47 pm    Post subject: Reply with quote

with Ares, make 3 unit delivery superweapons, each available to one side that delivers one MCV each from the remaining sides at the start of the game:

EDIT: full working code in spoilers:

Spoiler (click here to read it):
open rulesmd.ini, and find the [SuperWeaponTypes] list, then add to the end of that list:

Code:
+=UnholySW1 ;you can use + instead of a number when using Ares.
+=UnholySW2 ;it'll work like a incremental number.
+=UnholySW3



Now go to where the other superweapons are (just search for ParadropSpecial), and add the SW code after the existing ones.

Code:
;For Yuri Country
[UnholySW1]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=AMCV,SMCV ;delivers Allied and Soviet MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can  only be fired once
SW.RequiredHouses=YuriCountry ;and only by these countries.
SW.Designators=PCV,YACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no

;For Soviets
[UnholySW2]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=AMCV,PCV ;delivers Allied and Yuri MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can  only be fired once
SW.RequiredHouses=Russians,Africans,Confederation,Arabs ;and only by these countries.
SW.Designators=SMCV,NACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no

;For Allies
[UnholySW3]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=SMCV,PCV ;delivers Soviet and Yuri MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can  only be fired once
SW.RequiredHouses=British,French,Germans,Americans,Alliance ;and only by these countries.
SW.Designators=AMCV,GACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no



Now we have the superweapon code in the general rules, but is effectively disabled. Next open your Unholy Alliance game mode INI file. We'll enable the superweapons from there. We'll only be adding the code that gets changed.:

Code:
[UnholySW1]
SW.AllowPlayer=yes
SW.AllowAI=yes

[UnholySW2]
SW.AllowPlayer=yes
SW.AllowAI=yes

[UnholySW3]
SW.AllowPlayer=yes
SW.AllowAI=yes



That's it.

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