Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First off you need to add the following to your mpr file
[Aftermath]
NewUnitsEnabled=1
MTankDistance=15
[ANT1]
Image=ANT1
Name=Warrior Ant
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=-1
Sight=3
Speed=8
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Strength=75
Armor=heavy
TechLevel=-1
Sight=3
Speed=9
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes
[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Sniper
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=10
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
[Mandible]
Damage=50
ROF=15
Range=1.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE
[Sniper]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=AP
Report=ANTBITE
Charges=no
; You can leave out the next 3 if you dont need the Queen , or Larve
;ant buildings
[QUEE]
Name=Queen Ant
Prerequisite=powr
Primary=TeslaZap
Strength=800
Armor=wood
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=300
Points=100
Power=0
Bib=no
Crewed=no
Capturable=no
SelfHealing=yes
[LAR1]
Name=Larva
Strength=25
Repairable=false
Adjacent=0
BaseNormal=no
[LAR2]
Name=Larvae
Strength=50
Repairable=false
Adjacent=0
BaseNormal=no
To make the ants come out of the hill , first you need the (ant) hill terrain texture.
Pay attention to what cell you put it into . Or else you can go to map mode click on the hill
and lay down another ant hill in the same spot , and look at what cell you are pasting it into
The editor will tell you what cell it is in the writing in the bottom left
It should be the upper left corner cell of the ant hill
Now you need to make a waypoint and put it on that same cell ( the upper left corner of the hill texture) I'm going to call it 20
Team Type = ant1
House = Special
priority = 7
way point = 20
type = ant1 = 2
mission = move to waypoint = 21
mission = (loop ) Jump to line =0
Trigger = ant1
House = Special
Existence = temporary
type = e=>a1[+a2]
Event1 = elapsed time (1/10 min) = 12
Action1 = reinforcement (team)= ant1
When the ants come out of the hill they will only move a bit and stop doing anything, so the missions you give them has to loop to get them to move
Also you should set them to be special faction this way they will fight everyone they are not allied with
Unless you add the parts to the mpr file
What i wrote works I tested it.
In fact, Sniper is a modded weapon anyway, and I believe the Queen ant's tesla was also a modded version, in the missions.
also do players have to do this to play my map?
Close the editor , paste it in then restart the editor.
You have to do this if you want to use the counter strike or aftermath units. Ants are part of the aftermath units i Think :-)
No they will get the same copy of your mpr file
And would you please stop Quoting everything, itI makes for a Long conversation
Yes it is in some of the missions
[TeslaZap]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE
Charges=no
as well the ant 3 used napalm instead of sniper
[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Napalm
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
[Napalm]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE
Charges=no
The reason why it doesn't add these is because .
1, they are not the same from mission to mission, it is up to the user to customize them to suit the mission. You can add as few or as many as you like as well change them
2, they are additional units you can ADD, but not part of the base game
3, count your self lucky that they even included the units in the editor.
4. is it really that hard to copy and paste stuff
5 I'm not sure if you can mix aftermath units with counter strike units ,It would make the editor even harder to use
Hm? Sure you can. I mean, they're all in the list in the editor. But them being available in the editor is unrelated to them being usable in-game.
Simple fact is, the ants do not have weapons by default, and need that in-mission modding to work correctly. This is 100% unrelated to the editor; it's just how things are set up in the game itself.
This is really how mission and map making works in Red Alert. Part of it is always manual tweaking of rules in the ini file. You can't get around that simple fact by remastering the game.