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please, in which .ini file I have to add this to make oil derricks capturabe?
Capturable oil pumps along with cash supply.
[OilDerrickCashSupply]
Cash=50
Interval=450 ; 30 seconds
Anim=DOLLAR
Report=none
[V19]
Capturable=yes
CashSupplyLogic=OilDerrickCashSupply
So if you want it generally active then put it into rules_mod.ini and you are done.
Edit: To test it start Nod mission 3 A, there are 2 oil derricks south west of the starting point.
EDIT: Okay, got it, I have accidentally deleted it from art.ini...thanks for everything, now it is working!!
https://imgur.com/oUx8TQP
Examples from picture from left to right:
I've tried and experimented with adding a few different lines of code/changes, based on looking at the rules.ini file for the units that use the M60 as their primary weapon, and also looked at the code change examples you have given in your instructions above for things like adding a gunner to a unit, but nothing has worked for me so far. I found that the code adding a gunner, or in fact 2 gunners even, worked as you indicated it would, but then found that on the missions where the hovercraft LST/LCACs deliver Medium Tanks to the shore it causes the Medium Tanks to completely fail to be delivered, which makes them look almost like they don't exist, even though I can safely build them at the Weapons Factory/Airfield.
That unfortunately makes that change in the code something that I have to revert if I want to play those particular missions properly from the start, limited as those changes are, and particularly on hard difficulty, which definitely defeats the purpose of making that change if I have to revert it specifically for those missions to be playable, and especially so if I want to play them on the hard difficulty setting.
Also, any ideas how can I make the APC turreted without it getting that annoying white square surrounding it? I can add the turret code to the APC but it causes that particular graphical glitch, which defeats the purpose for me because it makes for a hideous sight even if the turret does actually appear to work correctly.
I need to add weapon selection methods which is on my list.
Can you tell me a mission where a hovercraft delivers a Medium Tank so I can look at that problem?
The APC doesn't have separate turret graphics, that is why Turret=yes will not work. If you add turret graphic with the code I postet in my last post then you'll see 2 turrets and it will mess up the door animations because the door animations are where otherwise the turret shapes are. Some things just can't be combined.
For the Medium Tanks not being spawned and delivered if they have been modded to have gunners, the GDI missions where the unmodded Medium Tanks normally get delivered by the hovercraft are GDI campaign missions 7A and 15B.
As for the APC, that's fine, though frustrating that it's virtually impossible to give it a functional turret without causing those other problems. It's always bugged me that it doesn't have a turret when the Hum-Vee and Buggy do have one for the exact same mounted MG weapon, but if it is going to cause far more errors than is necessary to give it a turret then it's simply not worth it. The beauty of your code allowing APC passengers to fire out of it though is that it gives it a kind of turret anyway.
Also, I forgot to ask in my previous post: is there any way in your mod's rules to change the capacity or value of a harvester load of Tiberium?
And also to make a Tiberium Refinery either built by myself or the AI to spawn 2 harvesters, instead of only 1?
Both of those changes can be done in the rules INI for the NCO mod, so I know it is doable coding wise for customising in a rules INI file, but when I tried to copy those rules entries across to this mod from NCO neither of those changes had any effect, as I was expecting would be the case.
I'm trying to learn how to make these sorts of edits for another mod I'm using to practice learning C&C Remastered coding, which I can use for this purpose because it's author has uploaded it's source code to GitHub, but because you haven't released the source code specifically for this mod I can't look at it to do a comparison with the code changes made in that other mod.
This request is strictly for my own personal learning and personal use, I guarantee that I will NOT redistribute or upload anything I do to GitHub or the Steam Workshop, mostly because I cannot be bothered learning how to do that sort of thing on top of learning how to C&C Remastered coding too.
I'd love to be able to increase or decrease the load of my harvesters, or its value, when using this mod, in keeping with the increased or decreased regrowth rate of Tiberium that I elect to use for my own personal preferences, as well as have 2 spawn whenever I build a refinery (and the AI too, for that matter), but at present neither of those ideas are able to be done through the ini file, and obviously I haven't got access to your mod's source code to implement them for myself, so that option is obviously not available to me anyway.