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Some questions for Final alert 2 / YR / MO
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warmasterpit
Civilian


Joined: 07 Jan 2011
Location: netherlands

PostPosted: Tue Jul 19, 2022 7:06 am    Post subject:  Some questions for Final alert 2 / YR / MO
Subject description: 3 questions for experienced mappers
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Hey there Smile im trying to make a couple of story co-op multiplayer maps for Yuri's Revenge Mental Omega Mod , i got 4 maps ready but i still want to ''refine'' them a bit more .

So i had the following questions for improving my co-op maps:


1. Is it possible in multiplayer maps to have an AI always spawn at the same Start location with the same faction ?

(at the moment i need to put AI in a specific spot with the right faction)

2. Can i take away players money at the start and give them a specific ammount  back ?

(for mission/story purpose and i know i can take money with spies but i whas wondering if it is possible without and give them a certain ammount at the start and lock the Option/setting in the lobby)

3. Is it possible to disable specific  rules / options in the multiplayer lobby before the game starts, for a specific map?

( i would like for some rules to be always on or off like short game: always off)



Thanks! Smile

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Jul 19, 2022 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you need to use CNCNet client (or whatever it is called, XNA client? DTA client?) to set customized rules/options for that, vanilla game lobby does not have those options.

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warmasterpit
Civilian


Joined: 07 Jan 2011
Location: netherlands

PostPosted: Tue Jul 19, 2022 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
I think you need to use CNCNet client (or whatever it is called, XNA client? DTA client?) to set customized rules/options for that, vanilla game lobby does not have those options.


Hey Virgil thanks alot for the reply! I never knew or thought to look into the client it self, i have been looking on google for days and hit like a block / wall , i could not find anything #Tongue
So thank you i can continue figuring this stuff out Smile

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Tue Jul 19, 2022 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

in coop maps in the cncnet client, there is a way to lock the settings in the player lobby. presumably (?) mental omega
uses some version of the cncnet client and it should work there too.

it has to be done in the mapside ini, by making the header [ForcedOptions], and then putting the tags under it. this is the
only documentation that i couldfind about valid tags for forcedoptions, (from an ra2 cncnet mapper)

Code:
chkShortGame= ; Short Games (Write true/false)
chkRedeplMCV= ; MCV Repacks(Write true/false)
chkCrates= ; Crates (Write true/false)
chkMultiEng= ; Multi Engineer (Write true/false)
chkIngameAllying= ; Ingame Allying (Write true/false)
chkNoDogEngiEat= ; No Dog Engineer Kills (Write true/false)
chkBrutalAI= ; Brutal AI (Write true/false)
chkDestrBridges= ; Destroyable Bridges (Write true/false)
chkDisableSuperWeapons= ; Disable Super Weapons (Write true/false)
chkSuperWeapons= ; Super Weapons (Write true/false)
chkBuildOffAlly= ; Build Off Ally CY (Write true/false)
chkRA2Mode= ; Red Alert 2 Style (Write true/false)
chkNoSpawnPreviews= ; No Spawn Previews (Write true/false)
cmbCredits= ; Amount of moneys
cmbStartingUnits= ; Amount of units started (Write number)


i guess that rampastring added these into the client but never documented them.

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warmasterpit
Civilian


Joined: 07 Jan 2011
Location: netherlands

PostPosted: Tue Jul 19, 2022 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:
in coop maps in the cncnet client, there is a way to lock the settings in the player lobby. presumably (?) mental omega
uses some version of the cncnet client and it should work there too.

it has to be done in the mapside ini, by making the header [ForcedOptions], and then putting the tags under it. this is the
only documentation that i couldfind about valid tags for forcedoptions, (from an ra2 cncnet mapper)

Code:
chkShortGame= ; Short Games (Write true/false)
chkRedeplMCV= ; MCV Repacks(Write true/false)
chkCrates= ; Crates (Write true/false)
chkMultiEng= ; Multi Engineer (Write true/false)
chkIngameAllying= ; Ingame Allying (Write true/false)
chkNoDogEngiEat= ; No Dog Engineer Kills (Write true/false)
chkBrutalAI= ; Brutal AI (Write true/false)
chkDestrBridges= ; Destroyable Bridges (Write true/false)
chkDisableSuperWeapons= ; Disable Super Weapons (Write true/false)
chkSuperWeapons= ; Super Weapons (Write true/false)
chkBuildOffAlly= ; Build Off Ally CY (Write true/false)
chkRA2Mode= ; Red Alert 2 Style (Write true/false)
chkNoSpawnPreviews= ; No Spawn Previews (Write true/false)
cmbCredits= ; Amount of moneys
cmbStartingUnits= ; Amount of units started (Write number)


i guess that rampastring added these into the client but never documented them.


Thanks alot Mcpwny for the extra help and info! and yes i think mental omega uses CNC net aswell.
Those codes will definitely help me!
I am sure thanks to both of you i will be able to get alot further and finish my maps.

Thank you Smile

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Jul 20, 2022 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

anytime.

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