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Droppod Infantry
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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Mon Jan 23, 2012 4:10 am    Post subject:  Droppod Infantry
Subject description: Question about the infantry
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Im not sure if its possible, but can you change the infantry types that spawn out of a droppod or are they hard coded?

I found that within the rules you can change the amount but nothing with type...

hope this is not like a "Dropship Topic" and sorry if itd been asked a lot but i could not find anything

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gamefreak11221
Cyborg Soldier


Joined: 10 Jul 2009
Location: Philippines

PostPosted: Mon Jan 23, 2012 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes you can, just like the Paradrop Logic in Red Alert 2

There should be something like the following:

AmerParaDropInf=E1,GGI ;Types of infantry for the planes to drop

AmerParaDropNum=8,6 ;How many of each of those infantry

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 23, 2012 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

It's hardcoded to use [E1] IIRC

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Jan 23, 2012 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, it's hardcoded to E1 and E2 (Light Infantry and Disk Thrower).

You can change it using a hex editor and search for "E1" and "E1" and there is a guide for it either here or on the Tib Web forums (TiberiumWeb.com).

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jan 23, 2012 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Or easier, you can create a new entry for the light infantry (call it [LIGHTINF] or something), and turn the [E1] into a dedicated drop-pod infantry.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 23, 2012 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

@gamefreak11221: TS and RA2 are not the same and there are many logics in RA2 which don't exists in TS and vice versa.

@Slavack: As already mentioned by the others, there are 2 options.
1. Hex-Edit the game.exe and replace the E1 and E2 strings with other names. But make sure that you don't change the offsets. That means you have to make sure that you use only 2 character long names for the new infantry as well (e.g. D1 and D2)

2. As Orac said, you can add clones of E1 and E2 in rules.ini, which you then use the default infantry, while you make E1 and E2 unbuildable. Though for this you also have to edit ai.ini and aifs.ini and replace every occurrence of E1 and E2 with the new clones.

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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Fri Jan 27, 2012 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, thats a good amount of work but i will make an atempt

Thank you all for the help!

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