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Possible to have no supply zones, black markets or hackers?
Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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I am trying to find a way to stop any and all money generation, the only way I want money to be flowing inside of my map is either Oil Dereks or the Supply boxes laying around. I have found out how to disable the buildings etc. The problem that is happening is that when in multiplayer my friends say that they are still buildable and the GLA skill "cash bounty" is still possible to grab with their general promotions.
Is there any way to make these buildings and skills off limits to everyone that is playing the map? Or does it only apply to (as the game puts it) the local player/host?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Are you using scripts or an ini file |
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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I am using scripts, I have no knowledge of .ini files. I'm aware of what they do and things they can achieve but do .ini's transfer over multiplayer? Or must I give the .ini file to my friends? I would be down for trying an .ini though.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Inis don't transfer over ini but I you send them to friends then you can use them It is certainly possible to use inis for this To start open notepad and save it in the map folder as map.ini The for each building and unit you wish to remove write this code Code:
Object ObjectName
Buildable = No
End
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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If you want, I could try to whip up a map.ini that removes the money-generating stuff in several of the units.
But yeah, .ini's don't transfer well over multiplayer, be aware of that. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Just explaining what Klingon said: When playing a map which contains a map.ini file with somebody who doesn't have the map downloaded to his computer before starting, the map.ini file is transferred to the other player, the game starts for a few seconds, then you both are going to get a mismatch. But, when you restart the game, you'll both play without any problems. That's how it works with me. |
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UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: UTD^Force Just explaining what Klingon said: When playing a map which contains a map.ini file with somebody who doesn't have the map downloaded to his computer before starting, the map.ini file is transferred to the other player, the game starts for a few seconds, then you both are going to get a mismatch. But, when you restart the game, you'll both play without any problems. That's how it works with me. Much better explanation. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
2 users thanked Gameanater for this useful post.
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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Thank you for swift replys, So I would do something like this? Object AmericaSupplyDropZone Buildable = No Object 'AirF_AmericaSupplyDropZone Buildable = No etc... End Or... Object AmericaSupplyDropZone; Buildable = No; Object 'AirF_AmericaSupplyDropZone; Buildable = No; etc... End ***EDIT*** Also I would place the map.ini under...? \Documents\Command and Conquer Generals Zero Hour Data\Maps\MapName\map.ini Edited by user Sunday, December 21, 2014 4:11:39 PM(UTC)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Either should work but do end after each object And yes that's the right folder place Edited by user Sunday, December 21, 2014 4:13:10 PM(UTC)
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1 user thanked klingondragon for this useful post.
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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Object AmericaSupplyDropZone Buildable = No End Object AirF_AmericaSupplyDropZone Buildable = No End etc.. Like this?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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1 user thanked klingondragon for this useful post.
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Possible to have no supply zones, black markets or hackers?
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