here is the script.lua file for let the game not build superweapons , its just one file
download it and open your .skudef if you playing your mod in document folder or config.txt if you open the mod from game exe
Mega.nz
mod-game 1.9
add-big nohawkinhardnosuperweapons.big
add-big RedHistory_8.04_Misc.big
add-big RedHistory_8.04_Streams.big
also i delete lines can let AI enemy nighthawk upgrade strong missiles can easy defat you
2method to disable superweapon 2 scripts , select any
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-----------------------------------------CUSTOM CODE SECTION---------------------------------------------------
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function DisableSuperweapons()
setcallhook() local Superweap "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)
end
end
function HandleFPSAndGameSpeed() --unused, doesn't work
local CUSTOM_FPS=60
local NORMAL_FPS=30
ExecuteAction("SET_FPS_LIMIT", CUSTOM_FPS)
ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", NORMAL_FPS/CUSTOM_FPS)
ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 0.5)
ExecuteAction("MAP_CHANGE_CLOUD_SPEED", 50)
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
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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)
Edited by: nerozzero