Posted: Fri Aug 14, 2020 12:14 pm Post subject:
Unholy alliance
I have partially created an unholy alliance gamemode. Can anyone help me with a code so that at the beggining i would have 3 different mcv appearing in my game QUICK_EDIT
This will result in all subfactions being eligible to have the unit that has that Owner value. Whether or not you'll actually get 1 or more, that is a different story. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
with Ares, make 3 unit delivery superweapons, each available to one side that delivers one MCV each from the remaining sides at the start of the game:
EDIT: full working code in spoilers:
Spoiler (click here to read it):
open rulesmd.ini, and find the [SuperWeaponTypes] list, then add to the end of that list:
Code:
+=UnholySW1 ;you can use + instead of a number when using Ares.
+=UnholySW2 ;it'll work like a incremental number.
+=UnholySW3
Now go to where the other superweapons are (just search for ParadropSpecial), and add the SW code after the existing ones.
Code:
;For Yuri Country
[UnholySW1]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=AMCV,SMCV ;delivers Allied and Soviet MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can only be fired once
SW.RequiredHouses=YuriCountry ;and only by these countries.
SW.Designators=PCV,YACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no
;For Soviets
[UnholySW2]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=AMCV,PCV ;delivers Allied and Yuri MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can only be fired once
SW.RequiredHouses=Russians,Africans,Confederation,Arabs ;and only by these countries.
SW.Designators=SMCV,NACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no
;For Allies
[UnholySW3]
UIName=NOSTR:Unholy Alliance
Name=Unholy Alliance Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=UnitDelivery
Deliver.Types=SMCV,PCV ;delivers Soviet and Yuri MCVs
SW.AlwaysGranted=yes ;available from the start
SW.InitialReady=yes ;and I mean the very start
SW.Shots=1 ;but can only be fired once
SW.RequiredHouses=British,French,Germans,Americans,Alliance ;and only by these countries.
SW.Designators=AMCV,GACNST ;and only near these thingies
SW.AutoFire=yes ;doing so automatically
SW.AITargeting=Base ;base center
SW.UseAITargeting=yes ;so the player never gets any control, even if the AI fails to fire for some reason
SW.ShowCameo=no
Action=Custom
SidebarImage=XXICON
ShowTimer=no
DisableableFromShell=no
SW.AllowPlayer=no
SW.AllowAI=no
Now we have the superweapon code in the general rules, but is effectively disabled. Next open your Unholy Alliance game mode INI file. We'll enable the superweapons from there. We'll only be adding the code that gets changed.:
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