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Making the starting units spread out
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Nov 17, 2013 2:42 pm    Post subject:  Making the starting units spread out Reply with quote  Mark this post and the followings unread

I'm curious how to make the starting units spread out for TS, like in Red Alert 2. In TS, it is a cluster and it makes the player selecting their MCV to move and then deploy. I want to make it so that the player is able to select and then deploy without the need to move it at all when starting the game.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Nov 17, 2013 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is not what you asked for, but if MCV is the only unit to start with, then it need not be moved to deploy.
Setting the unit count to 1 should do it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 17, 2013 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not possible without exe-hacking to have multiple starting units to start spread out enough, to give the MCV in the center enough place to deploy immediately.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Nov 17, 2013 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

on one of my maps, I made lasers around each starting location that killed every starting unit except for your MCV, before selling themselves #Tongue

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sun Nov 17, 2013 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never tested it, but...
How about give a specific terrain all speedtpyes = 0%, then place it around the startlocation, exactly like a ring. Now the units shouldn't be able to spawn on this 'ring' and neither in the middle, since there is already the MCV.

Dunno if they would simply disappear, though

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Sun Nov 17, 2013 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

most convenient for me is to have only riflemen at the beginning. select one press t and tell them to move away then deploy mcv.
If there has to be more starting units select all then shift click the mcv to deselect it then send all the units away. Seems faster to me then moving the mcv.

well thats how I deal with it.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Sun Nov 17, 2013 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could try hacking the EXE with one of the following (as pointed out by AlexB). Use a program like Hex Editor Neo to get it done. Don't try it though if you aren't absolutely sure what you're doing. Also create a backup of your EXE before making changes to it.

Go to offset 0x1DEE45. You should see 6A 05 there. Try changing the 05 to one of the following (copied from Banshee's AI script tutorial):

Code:

00 = Sleep. (Unit sits still and plays dead).
01 = Attack (using threat rate logic).
02 = Move.
03 = QMove (special move to destination after other queued moves occur).
04 = Retreat (unit leave away, probably returns home).
05 = Guard. (Sit around and engage any enemy that wanders within weapon range.).
06 = Sticky. (Same to guard mode, but the unit doesn`t move).
07 = Enter (in a building or transport).
08 = Capture building (uses engineer`s logic).
09 = Harvest. (Harvesters will only take near tiberium).
0A = Area Guard. (Great for base defense).
0B = Return (Unused in Tiberian Sun).
0C = Stop (stop atacking or moving at th first oportunity).
0D = Ambush (Unused in Tiberian Sun).
0E = Hunt (AI will automatically search and kill every enemy unit).
0F = Unload (when leave transports like APC, Dropship, etc...).
10 = Sabotage (places a C4 in a building and leaves exploding it).
11 = Construction (buildings use this after their placement. Don`t use it in ai.ini, because it just deal with buildings).
12 = Selling (buildings use this after being sold).
13 = Repair (service depot use this behaviour to repair units).
14 = Rescue (special team override mission. Use it in maps).
15 = Missile (special Missile Silo animation. Do not use it in ai.ini).
16 = Harmless (Unit doesn't fire and is not considered a threat).
17 = Open (animation that happens when a gate opens or close to allow passage).
18 = Patrol (Patrol a series of waypoints).


I haven't tested the hack for this purpose so you'll have to experiment with it yourself.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Nov 17, 2013 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
How about give a specific terrain all speedtpyes = 0%, then place it around the startlocation, exactly like a ring. Now the units shouldn't be able to spawn on this 'ring' and neither in the middle, since there is already the MCV.

For that matter, may as well put 1x1 structures 1 cell around the MCV and make a trigger that sells those structures immediately. That oughta give you space to deploy without hassle from your starting units

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Mon Nov 18, 2013 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

first of all I'm not LKO #Tongue
Secondly: I noticed, as far as I remember, that only infantry causes problems. If you start with vehicles only, they should spread out one cell and allow you to deploy instantly

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Mon Nov 18, 2013 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Freaking Tibby #Tongue

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Nov 18, 2013 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

This has already been done in the HyperPatch

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