Can someone make the Units Cap infinite?
Re: Can someone make the Units Cap infinite?
Don't forget the Bulldozer and any other heroes also cost unit limit. Also to note is that this game's engine has a strange glitch where if you exceed the unit limit, for example by dropping paratroopers at the limit, then all construction gets blocked, regardless if it costs limit or not... this includes air strikes and things that cost 0 limit. It's pretty annoying and happens often if you using more than one facility at a time.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Unit Limit Code & another way to have unlimited troops
I've tested the DR2 Unit Limit quote once again; & found out it actually works in Campaign, Multiplayer, & Instant Action:
However, to prevent online desyncing, all players involved must have their base.x modded to contain the same limit.cfg file with the exact same numerical value for Unit Limit.
Another way is simply change all units' & heroes' Command Cost to (0)
However, to prevent online desyncing, all players involved must have their base.x modded to contain the same limit.cfg file with the exact same numerical value for Unit Limit.
Another way is simply change all units' & heroes' Command Cost to (0)
Code: Select all
///////////////////////////////////////////////////////////////////////////////
//
// Copyright 1997-2000 Pandemic Studios - Dark Reign II
//
// Unit Construction Limits
//
Limit(150);
Re: Unit Limit Code & another way to have unlimited troops
Does not work for me. Are you sure that is the limit command is correct? I have created limit.cfg with Limit(1), but I can still produce units in Campaign, Great Battles and Multiplayer modes.
Last edited by j3rry on Thu Jan 06, 2022 6:22 am, edited 1 time in total.
Re: Can someone make the Units Cap infinite?
You're right, j3rry!. The DR2 Limit function does not work! Or does it only work because I had a Trainer on last time ? Can't tell!
Still, I was wrong!
To raise the unit limit cap, I have to code an individual objective for each Individual player in each individual map. Like this:
Still, I was wrong!
To raise the unit limit cap, I have to code an individual objective for each Individual player in each individual map. Like this:
Code: Select all
CreateObject("obj_unitlimit_player_1", 3144)
{
ObjectiveObj()
{
Condition();
}
}
CreateObjectType("obj_unitlimit_player_1","Objective")
{
Condition("TRUE");
Action()
{
SetUnitLimit(100);
}
}
Last edited by Secg on Thu Jul 18, 2019 2:01 pm, edited 1 time in total.
Re: Can someone make the Units Cap infinite?
Well, the reason I prefer raising Individual Unit Limit Caps (to 140) (through Clunky coding for each Individual player in each map) is because I want to raise unit's CP & want players of my Heroic 1.1 mod to wisely manage their Unit Composition (e.g. a player can have four times(!) as many grunts as they can have tanks):
(b) spawn another Hero when your current one is Wounded even though I think I can
- Buildings, Bulldozer, Dumptruck: 1 CP
Minesweeper, Radio: 1 CP
Grunt: 1CP (Let the Grunt Rush begin! )
All other Infantries: 2 CP
Minelayer, Medic, Dumdum: 2 CP
Halftrack, Chopper: 3 CP
Tank: 4 CP (tank-spammers beware! )
Guardtower: 2 CP
Pillbox: 3 CP
AAgun, BWpost: 1 CP
Sarge or any other Hero: 1CP
(b) spawn another Hero when your current one is Wounded even though I think I can
Last edited by Secg on Thu Jul 18, 2019 2:04 pm, edited 3 times in total.
Re: Can someone make the Units Cap infinite?
Yes, that is pretty good idea. I was thinking to do it like that. But some of maps, especially large ones, have standart 70 unit limit, so I have to recompile them in that case which is not good idea by itself, because players must download recompiled maps.
Last edited by j3rry on Thu Jan 06, 2022 6:42 am, edited 1 time in total.
types_common.cfg and ruleset
I think I figure out another way to both increase the unit limit cap without the need to code it directly into the map as individual team's objective
Using NotepPad++ to convert base.x to base.zwp & extract files
Open base > misc > types_common.cfg
Create this objective
Open mods > ruleset
Using NotepPad++ to convert protect.x to protect.zwp & extract files
Open protect > mod.cfg
Add this code line
Before
After
Repeat the same steps above for sarge.x's mod.cfg and 's mod.cfgkoth.x
Using NotepPad++ to convert base.x to base.zwp & extract files
Open base > misc > types_common.cfg
Create this objective
Code: Select all
CreateObjectType("common.unitlimit", "Objective")
{
Condition("TRUE");
Action()
{
SetUnitLimit(100);
}
}
Using NotepPad++ to convert protect.x to protect.zwp & extract files
Open protect > mod.cfg
Add this code line
Code: Select all
NewObjective("common.unitlimit");
Code: Select all
StartActionAvailable()
{
CreateVarFloat("@.timeleft", 180);
NewObjective("protecthq.check");
NewObjective("common.killallenemy");
NewObjective("common.aivictory");
NewObjective("common.eliminate");
}
Code: Select all
NewObjective("common.unitlimit");
CreateVarFloat("@.timeleft", 180);
NewObjective("protecthq.check");
NewObjective("common.killallenemy");
NewObjective("common.aivictory");
NewObjective("common.eliminate");
Last edited by Secg on Thu Jul 18, 2019 1:46 pm, edited 1 time in total.
Exceptions
However, instead of coding a ruleset, such as
The mapmaker(s) choose(s) not to, as in s15.x
Then unit limits must be directly coded into the map
Code: Select all
RuleSet("protect");
Code: Select all
RuleSet("none");
Last edited by Secg on Thu Aug 01, 2019 2:28 am, edited 1 time in total.
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