NodeCount
Flag: | NodeCount |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
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. |
This was new in Tiberian Sun and has replaced the [Base] section from Red Alert. This lists which buildings, and how many of them, the house has to build when under AI control. An example is 000=GAPILE,41,86. Each line of this list takes the following format;-
NUMBER=BuildingType,X,Y
NUMBER
This is the identification number so keep these in order startingt at '000'. TIP: always have the NodeCount= set to one more than the highest number in this list. So if the highest value is 006 have NodeCount= set to 7. The lower the value is, the bigger priority it has for the enemy - naturaly, this is in effect the 'build order' for this house so it should make some sense (ie dont construct a Battle Lab before a Radar unless of course the house already has a Radar on the map).
BuildingType
Specifies the BuildingType from the RULES file that this house should construct. It has often been asked how to get the AI to easily replace Construction Yards and/or to build more than one base (or one base spanned over two locations of the map) - this is a way to do it, at least in single player missions.
X
Specifies the X co-ordinate of the structure on the map, derived in the same manner as waypoints. The building will be placed with its top corner in that spot.
Y
Specifies the Y co-ordinate of the structure on the map, derived in the same manner as waypoints.The building will be placed with its top corner in that spot.