Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
 This topic has been pinned, so it's probably important
DontCryJustDie  [developer] 16 Feb, 2022 @ 1:13am
Example rules
This thread will contain a list of examples to show you what you can do with the rules system.

Disabling settings by using none.
[AudioVisual] HeliReloadSound=none

Want to see a units reload status? The following will add a progress bar to Nod's Rocket Launcher. Units Reload setting must be set, it doesn't work with weapons ROF but I could add that if requested.
[MLRS] PipScale=Reload

Adding a gunner to vehicles, Light tank in this example.
[LTNK] Passengers=1 PipScale=Passengers OpenTopped=yes

Veterancy abilities.
Grenadier will now gain the ability to destroy buildings with C4 when he reached the Legend rank.
[E2] LegendAbilities=+C4

In the next example the Grenadier won't get the movement speed and range ability at Legend rank.
[E2] LegendAbilities=-FASTER,RANGE

Note you can't mix the add and remove feature. If you want to add and remove abilities at the same time you have to replace the original setting.
[E2] LegendAbilities=STRONGER,ARMOR,C4,SELF_HEAL_100_2

Adding Veterancy to buildings. The Guard Tower can now gain veterancy ranks.
[GTWR] Trainable=yes

It is also possible to add occupants to buildings and let them shoot out.
[GTWR] MaxNumberOccupants=2 CanOccupyFire=yes PipScale=Passengers

Capturable oil pumps along with cash supply.
[OilDerrickCashSupply] Cash=50 Interval=450 ; 30 seconds Anim=DOLLAR Report=none Powered=no [V19] Capturable=yes CashSupply=OilDerrickCashSupply

Example for adding new units -> click
Last edited by DontCryJustDie; 30 May, 2022 @ 2:49am
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Showing 31-45 of 71 comments
DontCryJustDie  [developer] 19 Mar, 2023 @ 4:39am 
Open rules_veterancy.ini and search for Upgrade Statistics, read the help text there and also look at the existing upgrades. After that you should have a good understanding of the upgrade system.

Also look at post #25...
BattleGerBlu 19 Mar, 2023 @ 4:49am 
Originally posted by DontCryJustDie:
Open rules_veterancy.ini and search for Upgrade Statistics, read the help text there and also look at the existing upgrades. After that you should have a good understanding of the upgrade system.

Also look at post #25...

Thanks
BattleGerBlu 19 Mar, 2023 @ 5:31am 
can you help me with that...?

[UpgradeTypes]
14=I_U4


; Ap Ammo
[I_U4]
TechLevel=1
Scenario=4
Owner=GDI
Cost=500
SideBar=Infantry
Gain1=FIREPOWER
Value1=25%
AppliesTo1=E1
AppliesWhen1=NEW_UNIT
DontCryJustDie  [developer] 19 Mar, 2023 @ 7:33am 
Each ini file starts from number 1, so when you add that to your rules_mod.ini it should be 1=I_U4 and then if you add more upgrades you increase that number.

The AppliesWhen1=NEW_UNIT only works for the LEVEL modification (currently doesn't work for units delivered by Nod's Airfield) so you can remove that line.
BattleGerBlu 19 Mar, 2023 @ 9:51am 
thanks, now it works...., but how i can add picture and how to change the name because the upgrades have the name I_U4;U5
Last edited by BattleGerBlu; 19 Mar, 2023 @ 10:23am
DarthLarzz 13 Aug, 2023 @ 11:26pm 
So lost and confused on how to have this set up
DontCryJustDie  [developer] 13 Aug, 2023 @ 11:49pm 
There is no setup required other than subscribing to the mod (and required mods) and enabling it (them) in the game options menu.

If you wanna change some rules read the rules ini thread, it explains where you find the files and how to make your edits.
Last edited by DontCryJustDie; 14 Aug, 2023 @ 12:47am
[1st M.I.] Cobber 27 Jan, 2024 @ 4:46pm 
I've copied over the rules.ini details you posted in this forum for creating an APC with a rotating turret, and the turret itself is working fine, but the APC isn't appearing correctly (the dreaded white box), so I was wondering what did I do wrong?

I'm using the latest beta version (25.1), which is several versions after you created that APC2 tileset, so I don't understand why following your instructions for doing that change is still causing me to experience the white box graphical error.

The rules.mod.ini entry I put in for that change, which is an exact match with your earlier instructions for doing this change:
Image=APC2
Shape=APC
Turret=yes
TurretShapeOffset=38
TurretImage=JEEP
TurretImageShapeOffset=-6
TurretOffset1=0,-4
OpportunityFire=yes
DontCryJustDie  [developer] 28 Jan, 2024 @ 12:58am 
I removed all RA tilesets from this mod with Beta 25, I even wrote a patch note entry regarding APC2. All RA assets are now in the mod RA-Assets (which is a requirement for this mod). Change Image=APC2 to Image=RASTNK and it should work again. I'll update the post in this thread.
[1st M.I.] Cobber 28 Jan, 2024 @ 12:59am 
Thanks, I have the RA Assets so I'll make that change in a sec. Again, your support and help if greatly appreciated 👍
DontCryJustDie  [developer] 11 Feb, 2024 @ 12:12pm 
Example code for new weapons factory. This one uses the Red Alert graphic. Works since mod version 26.

[BuildingTypes] 1=MYWEAP [MYWEAP] Image=RAWEAP ; not required if the building name is RAWEAP Cameo=RAWEAP ; not required if the building name is RAWEAP Strength=1000 Armor=light Prerequisite=PROC TechLevel=2 Scenario=3 Sight=3 Owner=Nod Cost=200 Crewed=yes Reward=86 Factory=UnitType Capturable=yes Bib=yes Drain=30 ExitCoord=35,24 ExitList=ExitMyWeap Foundation=3x2 Buildup=0,15,3 DoorAnim=RAWEAP2 ; Name of the graphic which holds the door animation. DoorRate=8 ; Waiting time between each door animation frame. DoorStages=4 ; Number of door animation frames. ;Shape=FACT ; Not needed when we use ShapeSize and ShapeFrames. ShapeSize=72,48 ; Normally this is Foundation * 24, in this case Foundation=3x2 -> 3*24,2*24 = 72,48 ShapeFrames=2 ; Number of images this shape (RAWEAP) has. ;ShapeScale=125% ; Can be used to change the drawing size of the object. SevereDamageShape=no ; Buildings from RA don't have the extra damage frame. TDUnloadStyle=no ; If the setting is 'No' the vehicle leaves the factory heading south instead of southwest. [ExitMyWeap] Cell1=1,2 Cell2=-1,3 Cell3=0,3 Cell4=1,3 Cell5=-2,3 Cell6=2,3

Edit: Updated code, ShapeFrames was wrongly set to 3. Shouldn't do any harm though.
Last edited by DontCryJustDie; 13 Feb, 2024 @ 2:40am
Wingbag 19 Mar, 2024 @ 2:39am 
I'm trying to make oil derricks not only generate money but buildable in the game. I know what to add and change, but now sure how to put in the file. This is what I've put in the file so far

; Custom rules file.
; Make your edits after this line.

[DefaultCashSupply]
Cash=700
Interval=1800
Anim=DOLLAR
Report=KACHING

[OilDerrickCashSupply]
Cash=50
Interval=450 ; 30 seconds
Anim=DOLLAR
Report=none
Powered=no

[V19]
Capturable=yes
CashSupply=OilDerrickCashSupply

[V19]
;Cost=150
Strength=400
Armor=wood
Flammable=yes
;Buildable=no
TechLevel=1
Sight=2
Owner=GDI,Nod
Crewed=yes
;Repairable=no
Nominal=yes
Reward=2
Regulated=yes
CashSupply=OilDerrickCashSupply

; Alway have a blank line at the end of the file otherwise the file won't load correctly.
DontCryJustDie  [developer] 19 Mar, 2024 @ 5:11am 
1. Why you put in DefaultCashSupply there and then don't make any changes to it?
2. Don't copy the complete object, only copy the options you want to change (just like the RA mission inis do).
3. Don't put in the same section multiple times, you have multiple [V19] there.

[OilDerrickCashSupply] Cash=50 Interval=450 Anim=DOLLAR Report=none Powered=no [V19] Owner=GDI,Nod,Neutral Buildable=yes Capturable=yes TechLevel=1 ; Skirmish tech level 1 required Scenario=1 ; Campaign mission 1 and higher CashSupply=OilDerrickCashSupply

That is all you need to add. You probably also want to add a Prerequisite, but it isn't needed.
This works in TD because you can place buildings without a buildup animation there. But keep in mind that you can't sell the building because it doesn't have a buildup animation.
Wingbag 20 Mar, 2024 @ 11:09pm 
Originally posted by DontCryJustDie:
1. Why you put in DefaultCashSupply there and then don't make any changes to it?
2. Don't copy the complete object, only copy the options you want to change (just like the RA mission inis do).
3. Don't put in the same section multiple times, you have multiple [V19] there.

[OilDerrickCashSupply] Cash=50 Interval=450 Anim=DOLLAR Report=none Powered=no [V19] Owner=GDI,Nod,Neutral Buildable=yes Capturable=yes TechLevel=1 ; Skirmish tech level 1 required Scenario=1 ; Campaign mission 1 and higher CashSupply=OilDerrickCashSupply

That is all you need to add. You probably also want to add a Prerequisite, but it isn't needed.
This works in TD because you can place buildings without a buildup animation there. But keep in mind that you can't sell the building because it doesn't have a buildup animation.
It works, Thank you. I also want to make it possible to make other changes on the rule ini, like allowing to build any unit on any faction or adding more build distance for buildings. Do I just add the name of item and then the changes to it?
DontCryJustDie  [developer] 21 Mar, 2024 @ 1:49am 
Please don't do full quotes when it isn't necessary, thanks.

Yes, as i wrote in my last post and in the rules.ini thread first post (even marked with ⚠️emoji).
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