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