''''if this object has crew which can escape
then
roll a random number
if it is larger than a certain percentage
then
multiply the object's cost by the survivor rate
divide this over the appropriate divisor
round that amount up and spend it on the appropriate survivor infantry'''
I don't understand any of this or what the other 2 sites are talking about.
It talks about Flags so I type Flags in the rules and the only thing that comes up is this
IsBase isn't a Rules flag
So where is this flag code in the rules to set the number of spawned infantry ?
I just want five infantry to come out of destroyed base building and 10 from the conyard.
These documents are written for scientists and math people.
Is there a site that tell you how to do this without needing a degree in like advanced physics or chemistry QUICK_EDIT
Chemistry in an RTS?
Though I suppose if you're playing one that focuses on realistic reactions of elements and compounds to one-another, you'll need a basic understanding of molecular structure at least.
Though I highly doubt such an RTS even exists right now, or ever will.
Here's one way to look at it: the game is just a program, the INI files we use for mods are the "game settings" we modify and redistribute in our mods. Art assets like HVAs, voxels and SHPs and the string table in ra2.csf and ra2md.csf are optional
The "Flags" are the settings for the game.
Settings are either "global", for lack of a better term, like AtomDamage= and V3Warhead= in the General section or "local", like BaseNormal=, TechLevel= on the units and buildings.
And then you have lists for BuildingTypes, VehicleTypes, Animations, AircraftTypes etc. so the game knows what exists and what it is and lists for weapons and projectiles the game makes on its own that you'll never get to read if you need them...
Everything gets an ID, an identifier. This ID goes in to the lists if necessary, and is written in-between [ and ] when its stats are being declared, NOT when being referenced/called upon.
The ID doesn't need to be the thing's actual name, shortened or not.
For example: the "Flak Track" was originally supposed to be called "Halftrack", and so its ID is HTK. The "Sea Scorpion" is made from the leftovers of the cut "Hydrofoil", so its ID is HYD.
Aircraft, Buildings, Infantry, Vehicles share settings/flags like TechLevel=, Prerequisites= and the weapon flags Primary, Secondary, ElitePrimary, EliteSecondary, all Gattling-logic flags (too many to list, see the Gattling Tank with ID [YTNK] in rulesmd.ini);
Buildings have something exclusive like BaseNormal=, HasRadialIndicator=, Vehicles exclusively have OpenTopped= and Gunner logic flags (see IFV with ID [FV] in rules.ini and rulesmd.ini).
Modding RA1, TS and RA2 is the easiest thing ever.
Just get the INIs and look through them, you'll get the hang of it.
But if you're that much of a beginner, TibEd (https://www.tibed.net/downloads) ought to be your tool of choice for the next month or two until you get more comfortable just using Notepad (or Notepad++) and Ctrl+F for the INIs.
But when using TibEd remember: it doesn't load what INIs are in the game folder, TibEd loads the art(md).ini, rules(md).ini and ra2(md).csf that are saved in TibEd's files. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
From Ares Documentation: Survivors: Building-specific section
At least one survivor is spawned, but no more than five.
If you had ever read through those lines, you absolutely won't ask for spawning ten survivors from a building. And I believe you don't need any degree to be able to discover or understand such simple words. QUICK_EDIT
''''if this object has crew which can escape
then
roll a random number
if it is larger than a certain percentage
then
multiply the object's cost by the survivor rate
divide this over the appropriate divisor
round that amount up and spend it on the appropriate survivor infantry'''
I literally understood everything here, except for the very last line. (which's the simplest of them all. )
adamstrange wrote:
I don't understand any of this or what the other 2 sites are talking about.
It talks about Flags so I type Flags in the rules and the only thing that comes up is this
IsBase isn't a Rules flag
So where is this flag code in the rules to set the number of spawned infantry ?
I just want five infantry to come out of destroyed base building and 10 from the conyard.
These documents are written for scientists and math people.
Is there a site that tell you how to do this without needing a degree in like advanced physics or chemistry
LOL at the very last line, even if I'm in a literature college right now, I'm still insisting to work in scientific projects in the future as a scientist.
You don't need a degree to become what you want, just focus on what you want to achieve and then you'll get your reward, even only the library and the internet are both pretty much enough to become brain-superior, at least just like me. Bill Gates as a billionaire himself, used to drop out of school, if you dropped out of school/university but you never began your dream, then it's your fault anyway, so please, if you have something big to achieve, you can drop out of school/university and then read from the internet, and from a local library, trust me, there are more than a single scientific evidence (even as many as tens of thousands) that schools/universities nowadays are creating unintelligent kids. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
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