Post tutorial RSS [RA - TS]Coding differences

Coding (rules(md).ini) differences of TS and RA2(:YR) engines.

Posted by on - Basic Other

Though basically they are the same engines, they vary a bit. Probably many of you are fans of imaged, pictured tuts, but this one won't contain any (it requires no pics anyway).

Instead, perhaps the fans of tuts consisted of examples will be satisfied.
Statistics/characteristics, such as Name=/Name, Primary, etc. will be shortened to stat/char.

Let's take examples of unused Mammoth Tank from TS, and Apocalypse Tank from RA2:

[4TNK]
Name=Mammoth Tank
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=600
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=-1
Sight=6
Speed=4
Owner=GDI
Cost=1700
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15

; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=800
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=1750
Soylent=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE

1. A spit in naming convention:
Name=Mammoth Tank

UIName=Name:APOC
Name=Apocalypse

In TS icons are nameless, instead the text in Name= is written on them.
In RA2 icons are different for different language versions of RA2. "Name" isn't used, nothing is written on icons, instead used is UIName and the content of .csf file, containing every text which needs translation, so there are different .csf's. The text is displayed when e.g. hovering over a unit icon.

2. Primary, Secondary (weapon) are without changes, however...
... to RA2 were introduced ElitePrimary, EliteSecondary, these chars make units use different weapons when becoming elite (not veteran).

3. Armor additions.
TS has such armor types:
None, wood, light armor, heavy armor, concrete (5 types).
[for chars:] none,wood,light,heavy,concrete (e.g. Armor=none, Armor=wood, without any caps).
RA2 has:
None, flak, plate, light, medium, heavy, wood, steel, concrete, special 1, special 2
[for chars:] none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2

I.e. if you try to assign armor "flak" to TS, TS set the armor value to "none" anyway b/c it's the default value, and the specified is invalid.
The same will happen if you mistype armor type in RA2 (e.g. "Wood" instead of "wood", or "flakk" instead of "flak").

4. TechLevel char is less important in RA2.
But still, e.g. TechLevel=-1 is very useful, when you want to exclude a unit, which will be activated/used later.

AFAIK, also tech level defines the position of the unit icon on the sidebar.

Unlike TS, RA2 has the default TechLevel=10 set, which cannot be changed/customised for more balanced skirmishes.

5. Prerequisite char: without changes, but in RA2 there's also PrerequisiteOverride char, which override the default prerequisites.

6. RA2 only, Soylent char: used as cost replacement when units are somehow sold, e.g. in Yuri Grinder (so if Apoc's Soylent was set to 1000 instead of 1750, you would get 1000 credits after, errr, "grinding", "selling" it).

7. Weight char: importance was changed, and ship physics were introduced:
In RA2 it mostly serves as an indicator whether a ship sinks or explodes.
in TS weight is used to determine if unit can break/crack the ice or not, a very important one, if you play on TS snow maps. :-)
(Probably RA2 char can serve as ice-breaking/cracking stat, too.)

8. New RA2 chars related to Crusher char (i.e. OmniCrushResistant, OmniCrusher):
Let's present it this way:
OmniCrushResistant -> OmniCrusher -> Crushable=yes/Crushable=no -> none
OmniCrushResistant -> Crusher -> Crushable=yes -> none
I.e. OmniCrushResistant crushes OmniCrusher and Crusher, OmniCrusher trumps over Crushable=no and Crushable=yes, while Crusher crushes only Crushable=yes. Units defined as Crushable, either yes or no, can't crush anything else.


... to be continued.

(A tut very similar to some kind of WIP. ;-))

Comments
agostinho
agostinho

What did you used to put the Mammoth tank in game?

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

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.