Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

View Stats:
Rennoh95 Dec 6, 2022 @ 8:23pm
Superweapons Not Working For My Mission Map. Help?
Hi
I'm working on a mission map for Red Alert at the moment where both the player and the enemy have an Atomic Bomb and use it against each other during and you have to keep your power plants or capture the other team so you can keep using it. The problem is the Atomic Bomb isn't dropping at all. The option is available and it launches up for both me and the AI but it is coming down for either of us. Does anyone know what I can do? I've looked the through the INI files, taken all the Atomic Bomb script into my map but it still isn't working.

Any ideas?
Thanks

This is the Red Alert Map Editor BTW.

Edit: I've set the Tech Level and IQ Levels to the appropriate figures, that's all fine.
Last edited by Rennoh95; Dec 6, 2022 @ 8:26pm
< >
Showing 1-9 of 9 comments
DDF3 Dec 7, 2022 @ 12:48am 
I`m assuming this is a single player map

I`m also assuming you are playing as allies vs Ussr or ussr vs allies

First off you don't need any INI entries get rid of anything you added.

You need for each side to be able to use the Nuclear Bombs a few things .

AI IQ = 5 Tech Level = 15
Player IQ =0 Tech Level =15

each side needs to have the appropriate Tech center and a missile silo ( note the allies cannot build a missile silo normally )

Then you need a Trigger for each side to use the atomic bomb

trigger
name = aaaa
house = france
existence = constant
type= E = A1 + A2
Event1 = Elapsed Time = 2
Action1 = Add repeating Special Weapon = Nuclear Bomb

name = bbbb
house = ussr
existence = constant
type= E = A1 + A2
Event1 = Elapsed Time = 2
Action1 = Add repeating Special Weapon = Nuclear Bomb


With the right buildings as soon as the nuclear bomb has come out of the time out the AI in this case Ussr will bomb the allies (french) and the french can bomb them back
Nyerguds Dec 7, 2022 @ 2:12am 
Don't you have to use one-time superweapon for the AI? You can just make the trigger itself loop.

Rennoh: I advise that you find and download XCC Mixer, and extract all the original missions from the game (they're in general.mix, somewhere inside the .mix files in the Data\CNCDATA\RED_ALERT folders). Then you can see how nukes are generally scripted in missions.
DDF3 Dec 7, 2022 @ 6:18am 
if i remember right even if you loop the one time weapons you only get it once.

I tested the above and it works

There is only two of the original missions where they use nukes scg12ea & scg14ea
in those two they use the add 1 time super weapon

In all of the others they use the repeating or 1 time super weapons but they are not adding nukes
Last edited by DDF3; Dec 7, 2022 @ 6:44am
Rennoh95 Dec 7, 2022 @ 7:29am 
Originally posted by DDF3:
I`m assuming this is a single player map

I`m also assuming you are playing as allies vs Ussr or ussr vs allies

First off you don't need any INI entries get rid of anything you added.

You need for each side to be able to use the Nuclear Bombs a few things .

AI IQ = 5 Tech Level = 15
Player IQ =0 Tech Level =15

each side needs to have the appropriate Tech center and a missile silo ( note the allies cannot build a missile silo normally )

Then you need a Trigger for each side to use the atomic bomb

trigger
name = aaaa
house = france
existence = constant
type= E = A1 + A2
Event1 = Elapsed Time = 2
Action1 = Add repeating Special Weapon = Nuclear Bomb

name = bbbb
house = ussr
existence = constant
type= E = A1 + A2
Event1 = Elapsed Time = 2
Action1 = Add repeating Special Weapon = Nuclear Bomb


With the right buildings as soon as the nuclear bomb has come out of the time out the AI in this case Ussr will bomb the allies (french) and the french can bomb them back

Hi!

Thanks! I did this and now the bombs are dropping. Problem now is the AI is selling some buildings or all of them and building too many units because of the IQ level. Is there a way around this? There is no Construction Yard for either player in this map.

Yes this a single player map and yes this is Allies vs Soviets, specifically Greece vs USSR :)
DDF3 Dec 7, 2022 @ 8:02am 
You could try IQ = 4

Although it may still sell off buildings it deems are surplus

MaxIQLevels=5 ; the maximum number of discrete IQ levels [IQ] Production=5 ; building/unit production is automatically controlled by computer SuperWeapons=4 ; super weapons are automatically fired by computer ContentScan=4 ; will consider contents of transport when picking good target GuardArea=4 ; newly produced units start in guard area mode Aircraft=4 ; automatically replace aircraft or helicopters Scatter=3 ; will scatter from incoming threats [grenades and such] Harvester=2 ; automatically replace lost harvesters AutoCrush=2 ; automatically try to crush antogonists if possible SellBack=2 ; allowed to sell buildings RepairSell=1 ; allowed to choose repair or sell of damaged buildings
Rennoh95 Dec 7, 2022 @ 4:43pm 
Originally posted by DDF3:
You could try IQ = 4

Although it may still sell off buildings it deems are surplus

MaxIQLevels=5 ; the maximum number of discrete IQ levels [IQ] Production=5 ; building/unit production is automatically controlled by computer SuperWeapons=4 ; super weapons are automatically fired by computer ContentScan=4 ; will consider contents of transport when picking good target GuardArea=4 ; newly produced units start in guard area mode Aircraft=4 ; automatically replace aircraft or helicopters Scatter=3 ; will scatter from incoming threats [grenades and such] Harvester=2 ; automatically replace lost harvesters AutoCrush=2 ; automatically try to crush antogonists if possible SellBack=2 ; allowed to sell buildings RepairSell=1 ; allowed to choose repair or sell of damaged buildings

IQ Level 4 does work and they don't sell buildings! Thanks! So you need the Tech Centre as well to use the nuclear bomb? I didn't know that. I want to create a RA1 version of the Yuri's Revenge mission Power Play you see, so having both the bombs work and each team having power plants is the crucial gimmick.

Thank you very much! :)
DDF3 Dec 8, 2022 @ 5:12am 
If you want to allow the allies to be able to build a missile silo you can add this to your MPR file. ALthough i think you said there is no constuction yards.

; big missile silo [MSLO] Prerequisite=stek,atek Primary=none Strength=400 Armor=heavy TechLevel=13 Sight=5 Owner=soviet,allies Cost=2500 Points=90 Power=-100 Crewed=yes
Last edited by DDF3; Dec 8, 2022 @ 5:21am
Rennoh95 Dec 8, 2022 @ 9:34pm 
Originally posted by DDF3:
If you want to allow the allies to be able to build a missile silo you can add this to your MPR file. ALthough i think you said there is no constuction yards.

; big missile silo [MSLO] Prerequisite=stek,atek Primary=none Strength=400 Armor=heavy TechLevel=13 Sight=5 Owner=soviet,allies Cost=2500 Points=90 Power=-100 Crewed=yes

Yeah there is no construction yards in the mission, but the nuke has been HP and takes up more power.
Rennoh95 Dec 24, 2022 @ 7:05am 
My mission is all done and available to play now. It's called Power Play. Enjoy :)
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Dec 6, 2022 @ 8:23pm
Posts: 9