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Action II

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Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Action II
File(s): rules(md).ini
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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




The second element of the Super Weapons, this invokes another internal subroutine which determines which cursor to use to select a 'target' and what to do (if anything) during and after selecting it. This is interdependent on the Type= tag - each Type= requires a specific type of Action= in order to work, although certain Action= statements do not always require a Type= as they may deal with the whole event themselves. The subroutine specified by the Action= statement will produce the relevant cursor type and validate the target in accordance with the rules specified by the Type= as well as dealing with any other information that is required to be passed to the Type= (if a Type= is needed).

If no Action= statement is specified, or an invalid one is used, the Type= is triggered at a random waypoint on the map, unless the Action= is a special case which performs the whole routine itself. The following are valid Action= tags and their associated cursors. TIP: you can edit the cursors used by changing the relevant frames in MOUSE.SHP (Red Alert 2) and MOUSE.SHA (Yuri's Revenge):

ParaDrop
LightningStorm
ChronoSphere
ChronoWarp
SpyPlane (YR)
Nuke
AmerParaDrop
IronCurtain
Airstrike (YR)
PsychicReveal (YR)
Sabotage
ForceShield (YR)
TibSunBug
AttackMoveTar
GeneticMutator (YR)
Heal
AttackMoveNav
SellUnit
Eaten
PsychicDominator (YR)
Tote
Demolish
EnterTunnel
TogglePower
AreaAttack
NoEnter
Sell
NoSell
GRepair
NoForceShield (YR)
IvanBomb
Self
DisarmBomb
NoGRepair
NoDeploy
GuardArea
AttackSupport
NoRepair
NoEnterTunnel
DetonateAll
PlaceBeacon
SelectBeacon

There is one rule to consider when using an Action= - you should not duplicate them. In other words, every Super Weapon requires its own unique Action= and in turn this Action= should not be used elsewhere in the game. This is the primary reason why it is difficult (but not impossible) to add 'new' Super Weapons to the game - there are not many Action= tags in the game engine which are unused.

In terms of adding a 'new' Super Weapon, the only sure way is therefore to clone an exisiting one and use a combination different Action= and Type= tags on your clone in an attempt to provide a duplicate of an existing Type=. Alternatively, you can completely edit the requirements of an existing Type= (most of which are defined in the [AudioVisual], [CombatDamage] and [General] sections) and thus alter its effect.