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how to make a "no enemy" mode
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Angic
Vehicle Driver


Joined: 03 Jun 2008

PostPosted: Mon Dec 22, 2008 9:36 pm    Post subject:  how to make a "no enemy" mode
Subject description: great for testing new units
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this will make it so that you can play without enemies by typing noenemy at the main menu

however the menu will be that of original tiberian sun

Step 1: remove gmenu.mix from game directory (if u have fire storm or some mods)

Step 2: extract gmenu.mix from expand01 and remove it from the game directory (if u have fire storm or some mods)

Step 3: copy rules.ini as tmcj4f.ini

Step 4: open tmcj4f.ini and add AIBuildThis=no to every building except conyard and power plants

Step 5: (optional) open game.exe and search "theteam" then replace with "noenemy"

Step 6: start the game it should come up with original tiberian sun menu if you did step 5 type in "noenemy" at the main menu
if you did not do step 5 type in "theteam" at the main menu
go into skirmish and there should only be a conyard and two power plants for each enemy

warning if u set starting units higher than 1 there will be a few enemies but will not create any more



this is my first tutorial so please inform me if i left out somthing

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Dec 22, 2008 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

or you could make a map with the ai's start pos boxed in

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Angic
Vehicle Driver


Joined: 03 Jun 2008

PostPosted: Mon Dec 22, 2008 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

true but this is also a good way to test maps

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 23, 2008 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

What I always did was made a single-player map with no enemies on it, made life a whole lot easier. Team Black made one.

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Wed Dec 24, 2008 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

no offense but that sounds really awful--- do what aro said

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Dec 24, 2008 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

This is poo, i just use my handy hack what disables all AI xD

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Wed Dec 31, 2008 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

On RA2 I disabled the AI Deploy MCV Trigger. Don't know if it works on TS though.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Nov 19, 2009 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for bumping, but the best solution is imo to change the locomotor of [MCV]
Its just one different number, and the AI won't build it up anymore. Examples:
{4A582742-9839-11d1-B709-00A024DDAFD1} ;the unit will hover now. it cann cross water, though it wont if it all is scouted and it can't see a bridge (-> way), well, dunno, didnt try it
{4A582743-9839-11d1-B709-00A024DDAFD1} ;the unit will move subterrain. It cant get to an scouted area where is no way to it though. Well, there is a way - moving under it and pressind s, but then your mcv cant get away
{4A582744-9839-11d1-B709-00A024DDAFD1} ;didnt test it myself. ut it should work, too, and shouldn't have the side effects of the others - well, how I said, I didnt test it...

The last one is imo the best, there arent many side effects

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