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Individual Construction Yards & Mobile Construction Vehicles
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vangrunz
Vehicle Driver


Also Known As: van Grunz
Joined: 14 Jul 2024

PostPosted: Sun Jul 14, 2024 9:58 pm    Post subject:  Individual Construction Yards & Mobile Construction Vehicles
Subject description: Create certain CY or MCVs
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Don't know if I'm right here...please move to the specific forum...

Hello,

the following question is primarily map-specific, but if there's a game-specific solution, I wouldn't say "no" to hear the answer.

Short version:

How can I tell a Construction Yard (CY) or a Mobile Construction Vehicle (MCV) that it should produce either NOD or GDI buildings?

Long Version:

I would like to start a Skirmish/LAN game with always a free CY/MCV of the opposite side (eg. I am NOD and get a GDI CY). The most obvious attempt of solution is to just place a CY next to my Spawn point and give it the Owner "GDI". But if the Owner is GDI or NOD -- they just disappear at game start (I've edited a map in FinalSun). The Owner "Neutral" gives me a capturable empty shell without any building capabilities. Owner "Special" results in an unusable (and friendly) building that cannot be captured.

In some discussions I've found the tip to add houses to the multiplayer map. Doing so in FinalSun results in warnings. Tested with two houses (NOD, GDI) results either in crashes or a non-working variant like described before, so I dismissed this idea.

I experimented with Triggers, changing the owner of the additional CY to anything, and then to me or capture it, resulting in the "Neutral" behaviour, so: useless.

Then I've got the idea to change the Owner right from the building property page to a Multiplayer, eg. "Spawn3". Of course, this one has to be present, either as AI or a human player, or there will be no CY at game start (better than a crash, huh). In Tiberian Sun Client, it does not matter how much players are set up in order to get this work. It's only important that the corresponding spawn numbers are occupied. I've attached a trigger which will change the owner to me, "50 - Multiplayer1". Now it depends on the faction of this "Spawn3" if I get the opposite side or not. Using the Trigger event #8 "Any Event" will prevent multiple buildings on every construction an AI will perform depending on the amount of CYs it possesses.

Having made a 2-player map against 6 AI and setting up 2 CY for each player, one from "spawn3" and one from "spawn5", but playing it only solo, the Trigger for changing the ownership to the missing player (Multiplayer2, "Spawn2") will fire into the void, leaving the 2 designated CYs to their original owners. Said AI will then double each building, so a Single Player variant of this map is recommended. I don't know if there's a trigger to remove the buildings or MCVs if Player 2 is not available.

So this is my workaround to play (map-specific) with both sides at once at game start. I know that there's another variant that changes rules.ini & firestrm.ini, but also with restrictions, such as fixed unit counts, for example. It is found, also on this forum, with the title "Multiple MCVs, con.yards and factions (*****)". If I understand this concept correctly, then every AI would get additional MCVs, too, resulting in multiple buildings like described. So this is not suitable for me.

The method I described is nothing else but a workaround for the issue that I cannot  assign the MCV or CY whith the type of buildings it should construct, NOD or GDI. It seems that the Construction Yard and the Mobile Construction Vehicle are only some type of (empty) shells that need some kind of Tag attached in order to make them work properly. Does someone know what this is exactly and how we could use it in FinalSun editor?

See attachments for an example, one for 1 human player against 6 AIs and the other 2 humans against 6 AIs.

Thanks & kind regards,

van Grunz



protoype v1.21.map
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protoype v1.21 - 2 players.map
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jul 15, 2024 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

YR gives the unholy alliane game mode where you get all side's MCV to start with for human players. That is not ideal for TS. Better option for TS is to make use of common prereqs like BARRACKS and FACTORY and give it to your chosen buildings and units (and change Owner too where needed). In TSClient, you could make it as a game mode like what Twisted Insurrection (TI) mod has. If you want in a map only, you should be able to do the same.

That tutorial - Multiple MCVs, con.yards and factions (*****) is not what you want. Unlike original TS where MCV and ConYard are same for GDI and Nod, here it allows to have side specific MCV and ConYard with different graphics etc.

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vangrunz
Vehicle Driver


Also Known As: van Grunz
Joined: 14 Jul 2024

PostPosted: Mon Jul 15, 2024 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Even more worse is the case with Red Alert:
Capturing the opposite Construction Yard does not give the player all building options like TS does..

I know that I can alter prerequisites and put them into a map as override for the rules. I will throw a look at TI, that's new to me.

E1 Elite wrote:
That tutorial - Multiple MCVs, con.yards and factions (*****) is not what you want. Unlike original TS where MCV and ConYard are same for GDI and Nod, here it allows to have side specific MCV and ConYard with different graphics etc.


I see. Thanks for the explanation.

In total, an answer for my question doesn't seem to exist, how to tell a MCV what type it should be, probable the game doesn't support it, while it is some kind of "intern data" we can not modify?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Jul 15, 2024 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Other options have their own plus and minuses. You can limit the starting unit count to 2 and then make a unit other than MCV that can start in multiplayer, to deploy into the other side's conyard etc.. I haven't tried it to know about its complications.

Game will only give those units which your side owns.

Anyway I feel that changing the tech-tree using Owner and common prereqs is a better option for TS.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jul 26, 2024 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
In total, an answer for my question doesn't seem to exist, how to tell a MCV what type it should be, probable the game doesn't support it, while it is some kind of "intern data" we can not modify?


its not like that. The game doesn't function like you think.

Side is not set per-unit, but per-player.

Since GDI and Nod conyards are the same unit, they just build what the player's side has set as their identity.

You have at least three choices:

1- I think the "Map-specific" version is as said, just edit prerequisites so you can build every side, and give every unit both sides. AI will still build only its own side of units, due to ai.ini

2- A "game-type" specific is like the Twisted Insurrection one (twisted alliance, like RA2 Unholy Alliance), which can be similar to the first option, but not specific to map. You can optionally give give two starting conyards, but both will build all units, unless MCVs and conyards are separated as follows...

3. The game mod variant is to separate conyards and MCVs, making a different one for each Nod and GDI. This is how RA2 handles it.

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