Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine. I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine! The Mod will be updated by adding a few units at a time (typically around 10 items). The mod is a mixture of mostly EA & public models, as well as a few original models done by me. Check the forums & articles for detailed information and for in-depth discussion.

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features (Games : C&C3: Tiberium Wars : Mods : C&C: Red Alert History : Forum : General disussion : features) Locked
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Nov 7 2022 Anchor

here is all methods to speed up the game or prevent build superweapons building , but still speical powers is a problems and they are so strong and cant find script to disable some super powers

1- for speed up the game ( i do not recommanded this method the game will be super fast and bad experiance

download Wagnerma.de

and by this software open misc file from redhistory files and select gamedata.ini press control+F for search and type FPS you will find this line


UseFPSLimit = Yes

change it to NO

by the way changing the second line not effected it may effected if you limit your fps from nvidia control panel

in the end make sure you backup your miscfile and make another copy for open fps and include it into your config.txt file or .skudef if you run the mod from documents

======================================================================

second method to speed up the game i recommanded it for multiplayer its not a speed up its just for speed x2 build time only by

open same file

GameData.ini

and replace these lines if you want make it slower build time , just change handicap option from game menu while you select map

  ;;; START MULTIPLAYER TUNING FACTORS ;;;
  ;;;								1player		2player		3player		4player		5player		6player		7player		8player

  ;; More is more. 1.0 is default. 1.5 is 50% more.
  MultiPlayMoneyMult =						MP1:2.0		MP2:2.0		MP3:2.0		MP4:2.0		MP5:2.0		MP6:2.0		MP7:2.0		MP8:2.0
  MultiPlayUnitXPMult =						MP1:2.0		MP2:2.0		MP3:2.0		MP4:2.0		MP5:2.0		MP6:2.0		MP7:2.0		MP8:2.0
  MultiPlayBuildingXPMult =				MP1:1.0		MP2:1.0		MP3:1.0		MP4:1.0		MP5:1.0		MP6:1.0		MP7:1.0		MP8:1.0
  
  ;; Less is faster. 1.0 is default speed. 0.5 is half the build time
  MultiPlayUnitSpeedMult =				MP1:0.5		MP2:0.5		MP3:0.5		MP4:0.5		MP5:0.5		MP6:0.5		MP7:0.5		MP8:0.5
  MultiPlayBuildingSpeedMult =		MP1:0.4		MP2:0.4		MP3:0.4		MP4:0.4		MP5:0.4		MP6:0.4		MP7:0.4		MP8:0.4
  
  ;;; END MULTIPLAYER TUNING FACTORS ;;;

=========================================================================================

third method

open misc file

data\scripts\scripts.lua

and add this line you can change the vlaue 2.9 for more or less,anyway there a problem in this method , the AI repair buildings fast so you cant destroy AI buildings i dont know how to fix this issue as i said all speedup option caused issue but speed x2 build the best

 

---------------------------------------------------------------------------------------------------------------
-----------------------------------------CUSTOM CODE SECTION---------------------------------------------------
---------------------------------------------------------------------------------------------------------------

-- function DisableSuperweapons()
-- setcallhook()
--    local Superweapons = {"GDIIonCannonControl", "SteelTalonsIonCannonControl", "ZOCOMIonCannonControl", "NODTempleOfNOD", 
--        "BlackHandTempleOfNOD", "MarkedOfKaneTempleOfNOD","AlienRiftGenerator", "Reaper17RiftGenerator","Traveler59RiftGenerator"}
--    for i=1,getn(Superweapons),1 do ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", Superweapons[i], 2) end
-- end
-- setcallhook(DisableSuperweapons)

function GenericCrateSpawner(self)
    PreloadLUAScript()
end

function PreloadLUAScript()
    if rename("scripts.lua","scripts.lua") then 
        dofile("scripts.lua") 
        ExecuteAction("DISPLAY_TEXT", "MESSAGE:ExternalLUAScriptsLoaded")
    end
end

SuperweaponPreventer_Init = false

function NoSuperweaponsOption(self)
    if not SuperweaponPreventer_Init then
        SuperweaponPreventer_Init = true
        SuperweaponsBuildability("NO")
        SpawnSuperweaponPreventerDummy(self)
    end
end

function SuperweaponsBuildability(what)
    local BUILDABILITY_TYPE = {["YES"]=0, ["IGNORE_PREREQUISITES"]=1, ["NO"]=2, ["ONLY_BY_AI"]=3}    
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "GDIIonCannonControl", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "SteelTalonsIonCannonControl", BUILDABILITY_TYPE[what])    
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "ZOCOMIonCannonControl", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "NODTempleOfNOD", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "BlackHandTempleOfNOD", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "MarkedOfKaneTempleOfNOD", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "AlienRiftGenerator", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "Reaper17RiftGenerator", BUILDABILITY_TYPE[what])
    ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "Traveler59RiftGenerator", BUILDABILITY_TYPE[what])
end

function SpawnSuperweaponPreventerDummy(self)
    for i=1,8,1 do
        ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", "SuperweaponPreventerDummy", "Player_" .. tostring(i) .. "/teamPlayer_" .. tostring(i), "Player_" .. tostring(i) .. "_Start")
        ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", "SuperweaponPreventerDummy", "Player_" .. tostring(i) .. "/defaultSkirmishTeamPlayer_" .. tostring(i), "Player_" .. tostring(i) .. "_Start")
        --ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", "SuperweaponPreventerDummy_" .. i, "SuperweaponPreventerDummy", "Player_" .. i .. "/teamPlayer_" .. i, "((0.00,0.00,0.00))", 0)
    end
end

function GetValidTeamList()
    local TeamList={
    "Player_1/teamPlayer_1",
    "Player_2/teamPlayer_2",
    "Player_3/teamPlayer_3",
    "Player_4/teamPlayer_4",
    "Player_5/teamPlayer_5",
    "Player_6/teamPlayer_6",
    "Player_7/teamPlayer_7",
    "Player_8/teamPlayer_8",
    "Player_1/defaultSkirmishTeamPlayer_1",
    "Player_2/defaultSkirmishTeamPlayer_2",
    "Player_3/defaultSkirmishTeamPlayer_3",
    "Player_4/defaultSkirmishTeamPlayer_4",
    "Player_5/defaultSkirmishTeamPlayer_5",
    "Player_6/defaultSkirmishTeamPlayer_6",
    "Player_7/defaultSkirmishTeamPlayer_7",
    "Player_8/defaultSkirmishTeamPlayer_8",
    --"/team", --NeutralTeam
    --"PlyrCivilian/teamPlyrCivilian",
    --"PlyrCreeps/teamPlyrCreeps",
    --"ReplayObserver/teamReplayObserver",
    }    
    local ValidTeamList = {}
    for i=1,getn(TeamList),1 do
        local TempUnitRef = "UNITREF_" .. tostring(GetRandomNumber())
        ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", TempUnitRef, "GDIHarvester", TeamList[i], "((0.00,0.00,0.00))", 0)
        if EvaluateCondition("NAMED_NOT_DESTROYED", TempUnitRef) then tinsert(ValidTeamList, TeamList[i]) end --EvaluateCondition("TEAM_DESTROYED", TeamList[i])
        ExecuteAction("NAMED_DELETE", TempUnitRef)
    end
    return ValidTeamList
end

SlowDownGame50PercentDummy_SpawnState = false

function SpawnSlowDownGame50PercentDummy(self)
    if not SlowDownGame50PercentDummy_SpawnState then
        SlowDownGame50PercentDummy_SpawnState = true
        ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", "UNITREF_SlowDownGame50PercentDummy", "SlowDownGame50PercentDummy", "/team", "((0.00,0.00,0.00))", 0)
        ExecuteAction("MAP_CHANGE_CLOUD_SPEED", 50)
        --ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", "/team", "FPS_SCRIPT", 1)
        ExecuteAction("CAMERA_SET_DEFAULT", 0.00, 0.00, 1000)
    end
end
  
function HandleFPSAndGameSpeed()
    local CUSTOM_FPS=60
    local NORMAL_FPS=60
    ExecuteAction("SET_FPS_LIMIT", CUSTOM_FPS)
    ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", NORMAL_FPS/CUSTOM_FPS)
    ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 5)
    ExecuteAction("MAP_CHANGE_CLOUD_SPEED", 100)
    ExecuteAction("CAMERA_SET_DEFAULT", 3.00, 0.00 , Camera_Max_Zoomable_Height)
    ExecuteAction("ENABLE_SCRIPT", "FPS_SCRIPT")
    ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", "/team", "FPS_SCRIPT", 1)  --is working, uses a map script from a library map
end

function EnableOptions()
    setcallhook()
    ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 3.0, 1, 1, 1)
    ExecuteAction("LOCK_CAMERA_ZOOM", 1, 1, 1)
    ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 2.9)
    ExecuteAction("CAMERA_SET_DEFAULT", 10.9, 10.00, 2.9050)
    ExecuteAction("PITCH_CAMERA",37.5, 1, 1, 1)
end
setcallhook(EnableOptions)
---------------------------------------------------------------------------------------------------------------
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make sure click "quick save" for everytime you edit anything and backup your misc file

for add more colors to the mod you can use this method Moddb.com

for disable build superweapons you can use these codes into your scrips.lua file

Moddb.com

for add more stuff to the mod you can check this method Moddb.com

but you need to replace your override.xml into your all custom maps to apply these changing

i still want change sink delay for building , but i cant cause i dont have source code also changing cannot applyed into override.xml for sink delay features

===================================

to play from good angle view change this lines from gamedata.ini to

	DefaultCameraPitchAngle			= 55	;changed

==========================================

to add weathers to your maps

add these lines to overrides.xml into your map files but you may need complie your map after that by buildmap.bat from SDK folder

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Includes>
    <Include type="all" source="ART:TSCloudMed.xml" />
    <Include type="instance" source="ART:EXDarkCloudA.xml" />
    <Include type="instance" source="ART:EXDarkCloudC.xml" />
    <Include type="instance" source="ART:darkcloudalpha_256.xml" />
    <Include type="instance" source="ART:diffusecloud.xml" />
  </Includes>
  <Weather id="Weather">
    <Rain RainTexture="FXRainDrop" IsRaining="true" NumRaindropsPerBox="14524" RainBoxWidth="5500.0" RainBoxLength="5500.0" RainBoxHeight="300.0" MinWidth="2" MaxWidth="7" MinHeight="25.0" MaxHeight="100.0" MinSpeed="250.0" MaxSpeed="450.0" MinAlpha=".2" MaxAlpha=".5" WindStrength="1.0" />
    <Lightning LightningEnabled="true" LightningDuration="30" LightningChance="0.8">
      <LightningFactor Type="UNIFORM" Low="0.5" High="3.0" />
    </Lightning>
    <Spell SpellEnabled="true" SpellDuration="200" />
    <Cloud>
      <CloudTextureSize x="660.0" y="660.0" />
      <CloudOffsetPerSecond x="-.03" y="-.02" />
    </Cloud>
    <WeatherData id="CLOUDYRAINY" HasLightning="true" />
  </Weather>
  <Environment id="Environment">
    <CloudEffect CloudTexture="exdarkclouda" DarkCloudTexture="exdarkcloudc" AlphaTexture="darkcloudalpha_256" PropagateSpeed="0.060" Angle="-30" DarkeningRate="300" LighteningRate="100" CloudScrollSpeed="3.0" DissipateTexture="diffusecloud" DissipateStartLevel="2.0" DissipateSpeed="15.0" DissipateRateScale="0.3" LightningShadows="true" JitterLightningLightIntensity="true" JitterLightningLightPosition="true" LightningChance="0.005" LightningFrequency="0.1" LightningShadowIntensity="0.6" LightningFX="FX_LightningThunderStrike">
      <DarkeningFactor R="100" G="100" B="30" />
      <DarkeningFactorRain R="255" G="255" B="255" />
      <LightningShadowColor R="255" G="255" B="255" />
      <LightningLightPosition1 x="25" y="100" />
      <LightningLightPosition2 x="27" y="113" />
      <LightningLightPosition3 x="25" y="126" />
      <LightningIntensity Type="UNIFORM" Low="0.9" High="0.9" />
      <LightningDuration Type="UNIFORM" Low="90" High="90" />
    </CloudEffect>
  </Environment>
  <ShadowMap id="ShadowMap" MapSize="6024" MaxViewDistance="1500.0" MinShadowedTerrainHeight="0.0" />
</AssetDeclaration>
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags />
  <Includes />
  <Weather id="Weather">
    <Rain RainTexture="EXSnowFlake1" IsRaining="true" NumRaindropsPerBox="17024" RainBoxWidth="1000.0" RainBoxLength="1000.0" RainBoxHeight="700.0" MinWidth="3" MaxWidth="4" MinHeight="3" MaxHeight="4" MinSpeed="10.0" MaxSpeed="30.0" MinAlpha=".5" MaxAlpha=".9" WindStrength="3.0" />
  </Weather>
  <ShadowMap id="ShadowMap" MapSize="1024" MaxViewDistance="1500.0" MinShadowedTerrainHeight="0.0" />
</AssetDeclaration>


you can get more information about weather or snow weather from here

Forums.cncnz.com

===============================================

the only way to add more features to this mod by get source codes mods or edit your maps and edit your override.xml into your map

the simple edit for redhistory mod is as some features as started units example openpowerstore to open new stuff as speical powes abilities panel for

PlayerTemplate.ini into misc file

GDIPowerStore

NODPowerStore

ALIENPowerStore

check here for other started units

Moddb.com


in the end to fix out of sync or crash to desktop issue while play LAN or online or load save game or want enhanced graphics map or add KW game maps you need

to add Tactus mod into your redhistory mod by only add it to your .skudef file like this

add-big RedHistory_8.04_Streams.big
add-big RedHistory_8.04_Misc.big
add-big TacitusA_0.58_Misc.big
add-big TacitusA_0.58_Streams.big

also you can add more mods into redhistory before these lines like powerstore , started units , more colors or new units into your custom maps folder overrides.xml





Edited by: nerozzero

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