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TS vs RA2

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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