02.03.2005, 19:02:01
(This post was last modified: 02.03.2005, 19:04:09 by Bobingabout.)
CannisRabidus Wrote:What I'm saying is, this 3-baseunit limitation is exactly the same as the 2-baseunit limitation that existed in RA2. So from RA2->YR they went from 2 to 3. If you want to go to 4, well then I thought figuring how they went from 2 to 3 might be helpful.
Related topics: AIBasePlanningSide=? The side flag in the AI triggers?
i did some testing, I've had a 4th side working with AI using AIBasePlanningSide=3 and 4 in the sides flag on AI triggers. just incremented by 1 from yuri, and so on.
game works basicly the same as 4 sided emulation like whan you add your 4th side you yuri, with a few other extra bugs, no crew from destroyed sold buildings, soviet paradrop, etc.
so in conclusion, no extra hacking is required to enable you to create a 4th side, only the extra data to make it work properly, such as powerplant, crew, paradrop, stolen 4 tech structure. in these cases its just knowing where to store the data, reading it from tags, then storing it there.
1 thing that does trigger my curiocity though is, if an array is hardcoded to store a certain amount of values, and PD breaks that limit by allowing you to add more, is he shifting everything after that point to make room? because if he isn't, then it is very likely that you could be overiting data from something else...
my guess is he is doing that, but if he isn't :o thats 1 VERY unstable hack...
@PD he has a good point there though, RA2 limited you to 2 baseunits, YR limits you to 3, wouldn't it be a good idea to look at RA2 code here and compaire some of the differences relating to BaseUnit? and probably everything else relating to limitation of 3 for sides.