Dartheon 0 Posted January 5, 2011 Hi! Im a real begginner in map modding, and uhm.. having problems with making moon maps. WEll, do you know how to change the units that u can train? i mean the infantry, cus its a bit weird that a engineer running on the moon without space cloth. Can you tell me how to change the units and make only the cosmonaut be trainable (like in the russian campaign) Uhm i wasnt able to upload my map... Share this post Link to post
Plok 319 Posted January 5, 2011 Here's the story: Open FinalAlert 2 Yuri's Revenge. Create a new multiplayer map, Lunar setting. When you finish landscaping, start positions etc. go to Edit -> INI Editing. Now, for each unit you don't want to build, make a new Section (the tools on the top of the window). Let's say you don't want Guardian GIs to be built. Then, below the Sections part click Add and type GGI. Then, use the sliding bar to find GGI and select it. On the Keys part click Add. Then, type "TechLevel=-1" (without quoting marks). For replacing unit's looks, do this: Copy the procedure as far as Sections are concerned. Then, in the Keys part set "Image=LUNR" for every unit you want to have Cosmonaut's suits. For adding Cosmonauts to the build list: Make a section called LUNR. The set a key "TechLevel=1". Then you're done Share this post Link to post
Dartheon 0 Posted January 5, 2011 (edited) Well i have found the Ini editing, and wrote in as u wrote too-but not sure if it will work. i hope u ment this, the pic at atachments. EDIT: ok i found all things. Whats the diference between "TechLevel=1" and "TechLevel=11" ? Edited January 5, 2011 by Dartheon Share this post Link to post
Plok 319 Posted January 5, 2011 You're doing great, but I see a few mistakes: All units in INI code have names with all caps (all letters are big). To make a unit unbuildable, you must put "TechLevel=-1" (minus one) or "TechLevel=11" (eleven). The difference between 1 and 11 are that 1 is buildable at all times and 11 is unbuildable, since there are only 10 Tech Levels. That is used for restricting the techtree in campaign missions Share this post Link to post
Revolutionary 0 Posted January 5, 2011 Just a quick comment if i remember correctly, tech -1 is unbuildable to any one however tech 11 can be used to give units to AI player ie if a harrier is given a techlevel of 11 and the ai are set up to use tech 11 the ai will build and use the harrier but the player cant even if he captures the airport (there are more than 10 tech levels however in RA2 you are unlikly to ever use any more than 12, -1 unbuildable, 1-9 for use in campain, 10 for campain and multiplayer, 11 for ai only) Share this post Link to post
Plok 319 Posted January 5, 2011 11 can be used to give units to AI player ie if a harrier is given a techlevel of 11 and the ai are set up to use tech 11 the ai will build and use the harrier but the player cant even if he captures the airport ... assuming that you set the AI's maximum tech level to 11. In all other cases, 11 is unbuildable Share this post Link to post
Revolutionary 0 Posted January 5, 2011 ...ie if a harrier is given a techlevel of 11 and the ai are set up to use tech 11 ... Share this post Link to post
Dartheon 0 Posted January 5, 2011 Ok, all clear now, thank you guys a lot! Share this post Link to post