How to get custom rules?

Discussion about the game and its default mods.
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carlosloveleo
Posts: 12
Joined: Sat Aug 13, 2011 1:02 pm

How to get custom rules?

Post by carlosloveleo »

Is there any way to get:
tanya just belong to allies
Missile Soli just belong to Soviet and the Satelite just belong to Allies?
and doghouse...

Please tell me how to change....and thank you!
:lol:

Generalcamo
Posts: 50
Joined: Sun Sep 26, 2010 12:06 am

Post by Generalcamo »

For your sake, I recommend forgetting about it on account of everyone hating your guts.

Daz
Posts: 4
Joined: Mon Aug 05, 2002 3:41 pm

Post by Daz »

Mod the game, the files are all there (except the kennel graphics I presume) and can be opened with with notepad.
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secret
Posts: 62
Joined: Fri Aug 03, 2007 1:53 pm

Post by secret »

Daz wrote: Mod the game, the files are all there (except the kennel graphics I presume) and can be opened with with notepad.
Notepad++. Really.

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hamb
Posts: 112
Joined: Mon Oct 18, 2010 4:57 pm

Post by hamb »

Hi carlosloveleo,

All but the kennel changes are simple
To make Tanya allies-exclusive, open the file ~openra\mods\ra\rules\infantry.yaml with a text editor (such as notepad)
Find

Code: Select all

E7:
	Inherits: ^Infantry
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 110
		Prerequisites: techcenter
		Owner: allies,soviet
Remove "soviet" from Owner:

To make the nuclear silo soviet-exclusive, open the file ~openra\mods\ra\rules\structures.yaml
Find

Code: Select all

MSLO:
	Inherits: ^Building
	Valued:
		Cost: 2500
	Tooltip:
		Name: Missile Silo
		Description: Launches a devastating nuclear strike.\n  Strong vs Infantry, Buildings\n  Weak vs Tanks\n  Special Ability: Nuclear Missile
		Icon: msloicon2
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: techcenter
		Owner: soviet,allies
Remove "allies" from Owner:
Daz wrote: Mod the game, the files are all there (except the kennel graphics I presume) and can be opened with with notepad.
Kennel exists in conquer.mix as kenn.shp

Build animation is kennmake.shp

If you wanted to write up Kennel, some of the work is done:
* Sequences.yaml already has the proper sequences wired up for kennel
* You'll want to edit default.yaml and create a new default known as "^Animal" or something.
* You'll want to edit infantry.yaml and change DOG's Inherits to ^Animal
* You'll want to add a definition for KENN in structures.yaml, and you'll want to make sure it has code like such:

Code: Select all

KENN:
	Production:
		Produces: Animal

The other yaml is up to you (you'll need more than that) - devs, correct me if I'm wrong?


I'm sure by now you can tell how to make more changes by editing some of the other files in the \rules\ directory. Also it's worth noting weapons.yaml is in ~openra\mods\ra and not the rules dir

Generalcamo
Posts: 50
Joined: Sun Sep 26, 2010 12:06 am

Post by Generalcamo »

Make a new folder first in the mods directory, and copy all the stuff in the RA mods directory. THEN start editing.

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