Lengo
  • Lengo
  • 69.5% (Friendly)
  • Captain Topic Starter
15 years ago
I would like to make a mod (rather, have someone make it for me), that disallows the player from building the money generators, and force the player to rely soley on resources on the map. In other words, disallow the US from building the supply drop pads; disallow China from building it's Resource generator; and disallow the Terrorists from building their supply depot, so that the AI and players must rely only on the resources found on the map.

Can this be done? Can it be achieved with an .ini file? Is anyone willing to make such a mod?

It just seems to me that with all the available resources that can be placed on a map (supply docks, small supply piles, supply depots, crates, oil derricks and oil refineries), the fight could be over these instead of relying on buildings that can be built to generate supplies and cash. The win would go to whoever controls and protects most of these. This would make the resources on the map all important and make the game more realistic.
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Drummin
15 years ago
This can be done simply with script using the script found under Map/Modify/Adjust the tech tree for a specific object type. In the PlyrCivilian folder create a new script and for the Action If True, locate the script line as mentioned above. Copy this script line until you have all items listed. You'll have something like this only longer covering all items.
*** IF ***
    True.
*** THEN ***
   'AmericaSupplyDropZone' becomes Buildable (No)
   'AirF_AmericaSupplyDropZone' becomes Buildable (No)
   'Lazr_AmericaSupplyDropZone' becomes Buildable (No)
   'SupW_AmericaSupplyDropZone' becomes Buildable (No)
   'ChinaInternetCenter' becomes Buildable (No)
   'Infa_ChinaInternetCenter' becomes Buildable (No)
Lengo
  • Lengo
  • 69.5% (Friendly)
  • Captain Topic Starter
15 years ago
Huh? I understand the code, but where do I find this script? What is the script's name? Also, you state "In the PlyrCivilian folder create a new script..." Where is the PlyrCivilian folder?

I'm lost. I know nothing about scripting. Can you explain this as if it were C&C Scripting for Dummies?
Drummin
15 years ago
Well... when you make the map you add the Players by going to Edit/Edit Player list and clicking the Add Skirmish players button.

Then under Edit/Scripts... you'll find the script editing section. When you open this section, you will see the list of players. The second one down will be PlyrCivilian. Click on this player and then "New Script" found on the right side of the editor, this will bring up a new window.

You will see "Script Name" where you can name this script (whatever name you want) and different Tabs across the top of this window. In this case you are looking for the "Action If True" tab. The default "Action" is "NULL does nothing" but we want this script to "DO" something so click on this line and click "Edit".

This will bring up yet another window listing all the script options available in a menu-tree fashion, where a "PLUS SIGN" (+) opens scripts inside this folder of the tree. So, using the path I told you (Map/Modify/Adjust the tech tree for a specific object type), go to the "Map" folder and click the (+) sign to open options inside. Then Modify, again clicking the plus sign and you will see the script "Adjust the tech tree for a specific object type".

Selecting this script will bring up another window where you edit the variables for the script.
You'll see something like '???' Becomes Buildable [YES].

You click on the three question marks ('???') and select the object you wish to modify. So for example, click the (+) sign next to American, then the (+) sign next to STUCTURE, then select the "Drop Zone", then "OK" which adds this object to the list. Change the Buildable [YES] to Buildable [NO] by clicking on it and selecting "NO". Click "OK" again and you should be back to the "Action If True" window and your new script showing.

You can copy this script line by clicking "Copy" then Click "Edit" and change the Object to the next item you wish to "Ban" from the game.

When you are done with these edits, click "OK" on all the windows until you get out of the script editing section and save your map.



CommieDog
15 years ago
This could be done fairly easy with INI coding if you found the scripting solution too complex. It's simply going into CommandSet.ini and removing all references to the units and structures you want to remove from the game.
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CommieDog: Because someone has to do your dirty work for you
Annihilationzh
15 years ago
Can be done 3 ways:

Map scripting (see Drummin). It's the least user friendly method.

INI coding (see CommieDog). Changes the entire game.

Map.ini coding (see below). Changes only one map. Causes mismatches if used online.

CommandSet AmericaDozerCommandSet
4 = Command_ConstructGLAVehicleCombatBikeRocket
End

Line 1 calls the commandset for the USA dozer.
Line 2 replaces the button for the supply drop zone with a button that won't display.
Line 3 closes the commandset for the USA dozer.

It just needs repeating for the other commandsets (china barracks slot 3 for hacker, gla worker slot 6 for black market), which you can check in CommandSet.ini.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Drummin
15 years ago

Map scripting (see Drummin). It's the least user friendly method.


Least user friendly? Really. They are already working in WB where they can just click and enter the variables, whereas they would need to extract and find files within the game and edit them correctly to make an ini file. Making an ini file is easy for you but based on the game knowledge of the poster, using WB seems like an easier option.