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.

Forum Thread
  Posts  
here is no super weapon option for this mod (Games : C&C3: Tiberium Wars : Mods : C&C: Red Alert History : Forum : General disussion : here is no super weapon option for this mod) Locked
Thread Options
Oct 20 2022 Anchor


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

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

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

---------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------
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

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.