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Map nonexistent units "clearing"
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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Thu Jun 28, 2018 10:22 am    Post subject:  Map nonexistent units "clearing" Reply with quote  Mark this post and the followings unread

I trying to find answer to map loading process.

If there are units or buildings placed on map but not listed in rules.ini or map file, are they removed and cleaned without any issues or leftovers?

What I am trying to achieve is to add small mods into maps and be able to switch them On/Off. Something like pre-placing units/buildings into each Skirmish map and turned on only with TS Client spawner.



Some mods in my mind:

Capturable mutant outposts (barracks)
Capturable tiberium refineries and waste facilities scattered through map
Ability to toggle civilian units in cities
Pre-placed lightposts at spawns.
Removed bridge repair huts if indestructible bridges are enabled
Choosing various unit types (aircraft, infantry, artillery, APCs, barracks, factories) for battle only maps

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jun 28, 2018 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

If pre-placed in map and and not listed in rules, then no problem. Those won't be loaded and game will continue without it. You can check that in map snapshot.

If in rules, listed but not defined, then crash. If used in AI or making teams etc. then there will be problem.

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