Add a variable in vehicles/people.txt, which allows generating a small area of contamination (for short length of time) on the place of an attack (object, ground) during the attack (something like C&C Generals Toxic Tractor/C&C Renegade NOD Chem Trooper).
OGL ignore this
enable/disbale Technology limits (like max 5 special soldiers) and if locked for this gametype
tech bool bool
TECH 1 1
TECH 0 1
OGL Ignore this
enable/disbale locked teams and if option locked for this gametype
tech bool bool
lockTeam 1 1
lockTeam 0 1
OGL ignore this
Every position can contain from only one coord (X1 Y1) up to three (X1 Y1 X2 Y2 X3 Y3)
Coors1 X Y X2 Y2 X3 Y3
Corrs8 X Y X2 Y2 X3 Y3
Also marks (the items displayed in mappic but isn`t position, like goals of cooperation modes)
Mark X Y W H "bla.png" "NAME"
OGL ignore this
NationMod (note, Nationmod can contain more varian for same position, if is request a team, so store it to array
Position Nation ifTeam Team Icon Name
NATIONMOD 1 1 bool 1 "Bla.png" "BlaBla"
Count is how many items is. every number is example
Is normal listbox, but SGUI ignore it.
for SGUI return type 0 (will ignore this)
ListBox0 ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3"
Is normal listbox
ListBox ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3"
Is normal listbox for OGL
Radio ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3"
for OGL you can make from this listbox.. just Item1 = 4 (buf for item1 set MinName and for hint1 MinHint), Item2 = 4 + step * 1 (so 6), Item3 = 4 + step *2 (so 8) up to 24 so Item Item11 = 4 + step*10 (so 24) also just using VALUESTRING, where you replace the <VALUE> with the resulting number. so like <value> peoples Item11 = 24 peoples (also for valuestringhint) (item1 is number 0 and item11 is number 10 for sail of course.. it's same) defailt 2 = item3 ofcourse, it's same as in listbox. MaxName and MaxHint you can ignore
Range ID "NAME" default 2 min 4 step 2 max 24 items "MINNAME" "MINHINT" "MAXNAME" "MAXHINT" "VALUESTRING" "VALUESTRINGHINT"
For OGL you do it same like prevous (Range), just ignore enable and max names and hints
Range ID "NAME" default 2 min 4 step 1 max 24 items "MINNAME" "MINHINT" "MAXNAME" "MAXHINT" "VALUESTRING" "VALUESTRINGHINT" "ENABLENAME" "ENABLEHINT"
for OGL is normal Listbox
RangeList ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3"
for OGL is normal Listbox just ingore EnableName and EnableHint (Item1 is Disable)
RangeListD ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" enable "ENABLENAME" "ENABLEHINT"
And also Combo will have one option`s ID, and other items will have anythore option`s IDs (example 2)
Combo ID count 2 items ID ID
OGL this ignore
and enable load MPInfo.txt for load restrictions
They are too complex to go parsing from the text.</source>
Situation: When moving a map from the Campaign (example RU 05 cont) to the Multiplayer folder and running it through the editor or via the real game, the dubbings will only play if you are not in English. The dialogs will show up but no sound will emit. In French, Spanish etc the dubbings will play. No sound is to be placed in the mods folder, we want the game to load the default dubbings from the default game files.
I would like to request a small counter in the Editor's Units/Vehicle creation window that'd list the cost of a vehicle composed on the panel was added. It might be helpful for estimating costs of vehicles when creating a mission where you have limited resources.
So Y'all know that window in the editor where you create units, and you pick their engine, weapon, etc. and it even says whether or not this vehicle can be constructed or not? Well I though a neat little addition to it would be listing how much cans/oil/siberite it would take to construct it. It's not a big request, but it's just something that I thought would make it a little easier when you need to estimate how much leeway you have when trying to create a mission with limited resources.
Sounds played by SayEffect and PlaySoundXY commands in SAIL, as well as sounds in cutscenes (dialogues, music), are always been played in full volume, regardless of volume options. This causes problems (especially for headphone users) when the game volume is reduced in options and then SayEffect/PlaySoundXY/cutscene sound kicks in at full volume.