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BigBullet1606

Being able to buy oil derrick in FA2

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uh you can't buy oil derricks and hospitals you only can capture them with a engineer

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indeed ,I think you've downloaded a mod ,so that you can make hospitals and derricks ,but it's still strange

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You can add a tag to the map. Like the hospital thing then you'd change the techlevel from -1 to some like 1. Which then makes it buildable.

 

Or something to that effect.

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if you have a rules.ini, changing the tech level indicates when you'll get it. tech level 1 means you'll get it right away. above 10 is also above limits and only the moon mision uses tech 11. I'd set everything at 1. You could also change the prerequisite:that's what building you need to have to build it. Change the cost, speed, ROT(rate of turn), health, etc. to your lking. for my version, check the RA2/YR post

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didn't know there was such a file for RA2...

but anyway if you change the settings, in the end it's not fun anymore to play the game

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Anyway, if someone wants to know how to make the oil derrick buildable, replace the oil derrick section with this:

 

(If power is negative, it takes away power, postitve gives power. You can out it to 2000 and it'll give you so much power. This is the important part:<NeedsEngineer=no>) That needs to be put in

 

[CAOILD]

UIName=Name:CAOILD

Name=Tech Oil Derrick

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=steel

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM

MaxDebris=8

MinDebris=0

;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

Explodes=yes

DeathWeapon=OilExplosion

ProduceCashStartup=1000 ; credits when captured from the Neutral house

ProduceCashAmount=20 ; Amount every Delay

ProduceCashDelay=100 ; Frame delay between Amounts

WorkingSound=OilDerrickLoop

LeaveRubble=no

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

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I think this is too long:

 

 

Tech Buildings

 

[CAOUTP]

UIName=Name:CAOUTP

Name=Tech Outpost

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS

6SM,DBRIS7LG,DBRIS7SM

MaxDebris=10

MinDebris=0

;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Primary=HoverMissile

UnitRepair=yes

IsBase=yes

Turret=yes

TurretAnim=OUTP

TurretAnimX=-30

TurretAnimY=14

TurretAnimIsVoxel=true

TurretAnimZAdjust=-140

FireAngle=0 ; hopefully horizontal

Capturable=yes

NeedsEngineer=no

CaptureEvaEvent= EVA_RepairFacilityCaptured ;Eva (and therefore 3way split) voice to use when captured

Unsellable=no

NumberOfDocks=1

LeaveRubble=no

NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CAAIRP]

UIName=Name:CAAIRP

Name=Tech Airport

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=15

MinDebris=0

DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5

lg,Dbris4lg

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_AirfieldCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

Ammo=5

SuperWeapon=ParaDropSpecial

LeaveRubble=no

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CAOILD]

UIName=Name:CAOILD

Name=Tech Oil Derrick

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=steel

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM

MaxDebris=8

MinDebris=0

;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

Explodes=yes

DeathWeapon=OilExplosion

ProduceCashStartup=1000 ; credits when captured from the Neutral house

ProduceCashAmount=20 ; Amount every Delay

ProduceCashDelay=100 ; Frame delay between Amounts

WorkingSound=OilDerrickLoop

LeaveRubble=no

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CAPOWR]

UIName=Name:CAPOWR

Name=Tech Civilian Power Plant

TechLevel=1

Strength=1000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=15

MinDebris=0

DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5

lg,Dbris4lg

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

Ammo=5

;SuperWeapon=ParaDropSpecial

LeaveRubble=no

Power=250

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CAMACH]

UIName=Name:CAMACH

Name=Tech Machine Shop

;Image=CAOILD;###TEMP

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=concrete

;Armory=yes ;old and useless. Becoming new building

MaxDebris=8

MinDebris=0

Capturable=yes

CaptureEvaEvent= EVA_MachineShopCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

LeaveRubble=no

UnitsGainSelfHeal=1 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CATHOSP]

UIName=Name:CAHOSP

Name=Tech Hospital

Image=CAHOSP

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=concrete

;Hospital=yes ;gs old TS way

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9

lg,Dbris10lg,Dbris10sm

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

LeaveRubble=no

InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

[CAHOSP];copypasted the good one on top of it

UIName=Name:CAHOSP

Name=Old Civilian Hospital

Image=CAHOSP

TechLevel=-1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=concrete

;Hospital=yes ;gs old TS way

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9

lg,Dbris10lg,Dbris10sm

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=yes

Unsellable=yes

LeaveRubble=yes

InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

;Secret Lab

[CASLAB]

UIName=Name:CASLAB

Name=Tech Secret Lab

;Image=CALAB

TechLevel=1

Strength=2000

Insignificant=yes

Nominal=yes

Sight=10

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

Cost=100

Points=5

Power=0

Armor=steel

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM

MaxDebris=8

MinDebris=0

;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_SecretLabCaptured ;Eva (and therefore 3way split) voice to use when captured

NeedsEngineer=no

Unsellable=no

WorkingSound=OilDerrickLoop

LeaveRubble=no

;GEF These three would be used to allow the designer to override the normal secret lab process and specify what unit the building allows

;This will probably be overridden for use in specific maps. Note that only one object can be given by the secret lab, if more than one is specified, only one of them will actually take effect

;SecretInfantry

;SecretUnit=

:SecretBuilding=

SecretLab=yes

RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

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This is what can useful:

[General]

UIName=Name:General

Name=Red Alert 2 Yuri's Revenge -- Official Rules of Engagement

 

; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers.

VeteranRatio=1.0 ; must destroy this multiple of self-value to become a veteran [per level]

VeteranCombat=3 ; multiplier to damage

VeteranSpeed=1.5 ; multiplier to max speed

VeteranSight=5 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!!

VeteranArmor=3 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this

VeteranROF=0.6 ; ROF delay multiplier

VeteranCap=2 ; maximum veteran level that can be obtained

InitialVeteran=yes ; Do initial forces start as veterans?

 

; repair and refit

RefundPercent=100% ; percent of original cost to refund when building/unit is sold

ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters

RepairPercent=15% ; percent cost to fully repair as ratio of full cost

RepairRate=.016 ; minutes between applying repair step

RepairStep=8 ; hit points to heal per repair 'tick'

URepairRate=.016 ; [units only] minutes between applying repair step

IRepairRate=.001 ; [infantry only] minutes between applying repair step

IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry

TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]

SelfHealInfantryFrames=5

SelfHealInfantryAmount=20

SelfHealUnitFrames=75

SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital

 

;************ American Paradrop Special Rules ***********

;These two lists _must_ have the same number of elements, otherwise bad crashiness will result

 

;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop

;AmerParaDropNum=6,6,6 ;How many of each of those infantry

 

AmerParaDropInf=E1 ;Types of infantry for the planes to drop

AmerParaDropNum=15 ;How many of each of those infantry

 

AllyParaDropInf=E1 ;Types of infantry for the planes to drop

AllyParaDropNum=15 ;How many of each of those infantry

 

SovParaDropInf=E2 ;Types of infantry for the planes to drop

SovParaDropNum=15 ;How many of each of those infantry

 

YuriParaDropInf=INIT ;Types of infantry for the planes to drop

YuriParaDropNum=10 ;How many of each of those infantry

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The last post was in 2004, but.......

 

Also try, Red Alert 2: Apocalypse Mod, it gives Yuri the ability to build hospitals and all to build oil derricks

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