TS vs RA2
Tiberian Sun vs Red Alert 2 (moddingwise)
Red Alert 2 is built on a slightly changed TibSun engine. Thus, a lot of functionality is identical in both games. However, there are certain subtle differences which modders should be aware of.
AI(md).ini coding differences
This section shortly describes the differences in the ai(md).ini file coding.
TaskForces
No changes.
ScriptTypes
Action 0 has some alternative parameters in RA2/YR (9 through 10 (also 11 in YR)). Actions 53 through 59 ( also 60 through 64 in YR) are only available in RA2. Action 11 has some of it's params changed:
TS RA2 YR
0 Sleep 0 Sleep
1 Attack 1 Attack
2 Move 2 Move
3 QMove 3 QMove
4 Retreat 4 Retreat
5 Guard 5 Guard
6 Sticky 6 Sticky
7 Enter 7 Enter
8 Capture building 8 Capture
9 Harvest 9 Eaten
10 Area Guard 10 Harvest
11 Return 11 Area Guard
12 Stop 12 Return
13 Ambush 13 Stop
14 Hunt 14 Ambush
15 Unload 15 Hunt
16 Sabotage 16 Unload
17 Construction 17 Sabotage
18 Selling 18 Construction
19 Repair 19 Selling
20 Rescue 20 Repair
21 Missile 21 Rescue
22 Harmless 22 Missile
23 Open 23 Harmless
24 Patrol 24 Open
25 Patrol
26 Paradrop Approach
27 Paradrop Overfly
28 Wait
29 Move
30 Attack
31 Spyplane Approach (YR only)
32 Spyplane Overfly (YR only)
As you can see, all TS actions 11,X , where X is larger than 8, need to become 11,X+1 .
TeamTypes
RA2 YR has two new parameters - MindControlDecision (YR only) and UseTransportOrigin. Also, Group setting is always -1 in RA2, while in TS some taskforces have this set to -40094 or something.
AITriggerTypes
0D53099C-G=Soviet_Tesla_Charge,0A36DEFC-G,<all>,5,1,TESLA,0100000003000000000000000000000000000000000000000000000000000000000000,...
The highlighted part is always zeroed out in RA2, while in TS it was sometimes given a random hex value.
Credits
- Banshee - TS AI.ini scripting information
- DeeZire - RA2/YR ai(md).ini coding information