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Adding scripts and stuff?
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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Mon Feb 27, 2006 2:29 pm    Post subject:  Adding scripts and stuff? Reply with quote  Mark this post and the followings unread

How do i add scripts to maps ive made? like a building that will generate money instead of having ot get tiberium;Or even just adding a special rules.ini to the map?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Feb 27, 2006 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

sunedit2k


or edit rules.ini
the cash generation might be RA2 specific logic maybe someone should research this

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Feb 27, 2006 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Building that generates money in TS doesn't seems to be possible. But if you make a building with a very high price and make a script that sells it (attach it to a celltag) once it's captured, the player who captures will get a good ammount of money... and soldiers #Tongue. Maybe making it not crewed will reduce the ammount of soldiers.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Feb 28, 2006 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
sunedit2k


or edit rules.ini
the cash generation might be RA2 specific logic maybe someone should research this


SUNEDIT2K?!?! no! don't use that! it'll ruin your rules.ini, like it did with me when I used it (when still I was a :noob:)! believe me, best way is to work by hand. About the scripts, shouldn't you use the AI editor?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Feb 28, 2006 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Building that generates money in TS doesn't seems to be possible. But if you make a building with a very high price and make a script that sells it (attach it to a celltag) once it's captured, the player who captures will get a good ammount of money... and soldiers #Tongue. Maybe making it not crewed will reduce the ammount of soldiers.


If a structure is crewed you will get soldiers if it is not crewed you won't get soldiers there is a very simple example the Light post not manned and when sold or destroyed no infantry sorry if I'm being a little patronizing


@Yuri05: the ai editor works for TS? Ithought it was only for RA2?

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Tue Feb 28, 2006 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

there must be a cash generator of some kind, cuz i played this mod map on TS online  and you could build this money maker building and it gave ya money.......ever since then ive been wondering how they did it cuz id like ot use that logic in my mod beacause ore/tib dont really fit in, if you know what i mean.

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