23.04.2005, 08:57:34
ok, just some notes on various 4th side related things (may as well place them here instead of keeping them locally so that if I dont see PaD, he can still see my work)
0066F634 is the code for loading the Shipyard= tag
It goes to 880 (in the general data)
Its stored as a list (same as the list for the BaseUnits= tag only storing BuildingTypes instead of UnitTypes)
Code at 0066F6C5 is for the GdiPowerPlant= tag, with the value (A BuildingType) going into 89C
Code at 0066F70D is for the NodRegularPower= tag, with the value going into 8A0
Code at 0066F74B is for the NodAdvancedPower= tag, with the value going into 8A4
Code at 0066F781 is for the ThirdPowerPlant= tag, with the value going into 8A8
Code at 0066F3F8 is for the RepairBay= tag, its the same as the Shipyard= tag, with the list going into 850
Code at 0066F973 is for the HarvesterUnit= tag, again same as Shipyard= tag, with the list going into B3C (alhough its UnitTypes that are stored, not BuildingTypes)
Code at 0066F9D1 is for the PadAircraft= tag, list goes into B58 (although its AicraftTypes that are stored, not BuilldingTypes)
Code at 00670C2D is for AlliedSurvivorDivisor=, value goes into 14F8
Code at 00670C4C is for SovietSurvivorDivisor=, value goes into 14FC
Code at 00670C6C is for ThirdSurvivorDivisor=, value goes into 1500
Code at 0066FCF1 is for AlliedCrew=, value goes into F78
Code at 0066FD10 is for SovietCrew=, value goes into F7C
Code at 0066FD2F is for ThirdCrew=, value goes into F80
Code at 0066FC94 is for Engineer=, value goes into F70
Code at 0066FBAD is for AlliedDisguise=, value goes into D58
Code at 0066FBCC is for SovietDisguise=, value goes into D5C
Code at 0066FBEB is for ThirdDisguise=, value goes into D60
Code at 00670052 is for AlliedBaseDefenceCounts=, value goes into D9C, its another list.
Code at 0067008C is for SovietBaseDefenceCounts=, value goes into DB8, its another list
Code at 006700C6 is for ThirdBaseDefenceCounts=, value goes into DD4, its another list.
I dont know what, if anything, is still required with regards to the parachute stuff (now that there is that new parachute feature) so I dont know if we need to change/expand xxxParaDropInf and xxxParaDropNum or not.
Code starting at 00752F46 is for the EVA sounds (Yuri=, Allied= and Russian=).
Thats all the code I have found so far.
Someone want to provide a complete list of the "must fix" to make 4th side work (for example, EVA sound is not "must fix" since it defaults to Yuris EVA or something I think)
I suggest a good place to start would be to make sure that all the lists (like BaseUnit=, Shipyard=, RepairBay=, HarvesterUnit= and PadAircraft=) have no hardcoded limits and if they do, remove the hardcoded limits.
If there are other lists with hardcoded limits, we should find and change them too.
Also, bear in mind here that I am NOT an RA2 modder and I dont know that much about the ini files and keywords so if I say things that are wrong, feel free to correct me
0066F634 is the code for loading the Shipyard= tag
It goes to 880 (in the general data)
Its stored as a list (same as the list for the BaseUnits= tag only storing BuildingTypes instead of UnitTypes)
Code at 0066F6C5 is for the GdiPowerPlant= tag, with the value (A BuildingType) going into 89C
Code at 0066F70D is for the NodRegularPower= tag, with the value going into 8A0
Code at 0066F74B is for the NodAdvancedPower= tag, with the value going into 8A4
Code at 0066F781 is for the ThirdPowerPlant= tag, with the value going into 8A8
Code at 0066F3F8 is for the RepairBay= tag, its the same as the Shipyard= tag, with the list going into 850
Code at 0066F973 is for the HarvesterUnit= tag, again same as Shipyard= tag, with the list going into B3C (alhough its UnitTypes that are stored, not BuildingTypes)
Code at 0066F9D1 is for the PadAircraft= tag, list goes into B58 (although its AicraftTypes that are stored, not BuilldingTypes)
Code at 00670C2D is for AlliedSurvivorDivisor=, value goes into 14F8
Code at 00670C4C is for SovietSurvivorDivisor=, value goes into 14FC
Code at 00670C6C is for ThirdSurvivorDivisor=, value goes into 1500
Code at 0066FCF1 is for AlliedCrew=, value goes into F78
Code at 0066FD10 is for SovietCrew=, value goes into F7C
Code at 0066FD2F is for ThirdCrew=, value goes into F80
Code at 0066FC94 is for Engineer=, value goes into F70
Code at 0066FBAD is for AlliedDisguise=, value goes into D58
Code at 0066FBCC is for SovietDisguise=, value goes into D5C
Code at 0066FBEB is for ThirdDisguise=, value goes into D60
Code at 00670052 is for AlliedBaseDefenceCounts=, value goes into D9C, its another list.
Code at 0067008C is for SovietBaseDefenceCounts=, value goes into DB8, its another list
Code at 006700C6 is for ThirdBaseDefenceCounts=, value goes into DD4, its another list.
I dont know what, if anything, is still required with regards to the parachute stuff (now that there is that new parachute feature) so I dont know if we need to change/expand xxxParaDropInf and xxxParaDropNum or not.
Code starting at 00752F46 is for the EVA sounds (Yuri=, Allied= and Russian=).
Thats all the code I have found so far.
Someone want to provide a complete list of the "must fix" to make 4th side work (for example, EVA sound is not "must fix" since it defaults to Yuris EVA or something I think)
I suggest a good place to start would be to make sure that all the lists (like BaseUnit=, Shipyard=, RepairBay=, HarvesterUnit= and PadAircraft=) have no hardcoded limits and if they do, remove the hardcoded limits.
If there are other lists with hardcoded limits, we should find and change them too.
Also, bear in mind here that I am NOT an RA2 modder and I dont know that much about the ini files and keywords so if I say things that are wrong, feel free to correct me