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Skirmish Mode creation


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#1 SaxMeister13

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Posted 20 March 2008 - 06:15 PM

Open an INI named mpmodes(md).ini. It contains a list of every mode available in Skirmish, divided into four sections. [Battle] is the only section available to AI opponents, so it's probably the one you'll want to look at. If you're not interested in AIs, try [ManBattle], which is hard-coded to exclude computer players.

Defining a new mode only takes a single line here:

modeID=name, description, rulesOverride, mapFilter, randomMapsAllowed



modeID - The next number available from all modes. In unmodified YR, the last number is 9, so start with 10. Don't duplicate numbers; the game will IE.

name - The name of the string with the display name of the mode. This is an entry in ra2(md).csf. Usually prefixed with GUI. This should be just a couple of words.

description - The name of the string with the description. Another entry in ra2(md).csf. Usually prefixed with STT. This should contain a single-sentence description of what changes in this mode.

rulesOverride - The filename of the override INI to use. More on this later. Include the .ini extension.

mapFilter - The group of maps allowed to be played under this mode. Creating new filters is beyond the scope of this guide; use "standard" or "teamgame".

randomMapsAllowed - Defines whether the Random Map Generator can be used on this mode. This should be "true" or "false".



For example, right under 9=GUI:TeamGame...

10=GUI:Eternal, STT:Eternal, MPEternal.ini, standard, true

Now for the more complex part. Create a new INI file and name it whatever you typed for the "rulesOverride" field. In this example, the file is named mpeternal.ini (not case sensitive, for once). This INI file you created is the equivalent of rules(md).ini for this mode only. The catch is, entries in this file override existing entries in rules(md).ini. So anything you don't want to change - probably the vast majority of the existing rules - can just be left out of this file.

For example, this is all the file has to contain to make Eternal Battle work.

[IQ]
RepairSell=0; This is the building auto-repair code

[GACNST]; This adds these entries onto the existing definition of GACNST
Radar=yes
SpySat=yes
ProduceCashAmount=10
ProduceCashDelay=5

[NACNST]
Radar=yes
SpySat=yes
ProduceCashAmount=10
ProduceCashDelay=5

[YACNST]
Radar=yes
SpySat=yes
ProduceCashAmount=10
ProduceCashDelay=5

Just about anything that can go into rules(md).ini can go into one of these override INIs. Be careful to keep tags under the correct headings, though. A tag under [General] in rules(md).ini needs to go under a [General] section in the override file. Although I've not tested it, I believe that RP/NP entries will work just as well in one of these files.
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#2 Guest_Darknessvolt_*

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Posted 21 March 2008 - 01:55 AM

Pretty usful tutorial you have there SaxMeister13 :lol: ! This is really useful for those who don't know how to put skirmish modes yet.

#3 Nighthawk

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Posted 21 March 2008 - 09:15 AM

modeID - The next number available from all modes. In unmodified YR, the last number is 9, so start with 10. Don't duplicate numbers; the game will IE.

Actually, you can have duplicate numbers in the file without IEs, e.g. 10=ModeBlah under [Battle], then 10=ModeBlah under [ManBattle]. The only noticable effect is that you'll have two in the list in online play, both seemingly identical in play. Of course if there are two seperate INIs being referenced, you may get problems.

Also, there is a bug with multiplayer modes if you edit any InfantryType. You have to restate the InfantryType's Pip, PipScale, and anything pip related along with the other stuff in your override file, otherwise you'll get a strange bug in the game where the pip of that InfantryType will be distorted, and incorrectly displayed, whenever it enters anything else with pips, e.g. a transport, Bio Reactor, or civilian building.

New weapons defined in a multiplayer mode file must also be put on units (dummy or existing, as long as they're parsed) in the main rulesmd.ini file (like Shrapnel weapons and the XCOMET unit). Otherwise you'll get Internal Errors.
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#4 Blade

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Posted 21 March 2008 - 12:45 PM

You must also restate the damage multiplier for prism support beams if you alter anything in the [General] section or they do massive damage from just one support, enough to destroy any existing unit with one shot. There are probably a few others things, too that I don't recall off the top of my head. That said, the files were pretty self explanatory so I would question the modding potential of anyone who couldn't figure this out before now.

#5 AprilWar

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Posted 29 March 2008 - 08:58 AM

Nice Tutorial here :thumbsupsmiley:
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