

Invisible = Is completely and always invisible to enemy (def=no)?

InitialAmmo = number of rounds the unit starts with. ImmuneToVeins = Is it immune to vein creature attacks (def=no)? ImmuneToRadiation = Is the unit immune to radiation (def=no)?

ImmuneToPsionics = Is the unit immune to psionics (def=no)? Image = name of graphic data to use for this object (def=same as object identifier) GuardRange = distance to scan for enemies to attack (def=use weapon range) GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened. (def=-1)Įxplodes = Does it explode violently when destroyed (def=no)?Įxplosion = the explosion to use when it blows up (def=none)įireAngle = pitch of projectile launch and barrel (def=50) (def=1)ĭeployTime = time, in minutes, to deploy or undeploy ĭamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)ĭisableable = Can this object be disabled by special multiplay option (def=yes)?ĭistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)ĭoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?ĮmptyReload = Frames before first reload occurs when unit is empty. (def=no)ĭeployFireWeapon = Index of weapon to fire while deployed. (def=no)ĬrushSound = sound to play if this object type is crushed (def=none)ĭeployFire = This unit can fire when deployed. Gunner = Does it change capabilites based on a gunner that has been added. Specifies the characteristics of the various game objects.ĪllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)Īmmo = number of rounds carried between reloads (def=-1)Īrmor = the armor type of this object (def=none) more types added in RA2īuildLimit = arbitrary maximum allowed to build (def=-1 - no restriction)Ĭloakable = Is it equipped with a cloaking device (def=no)?Ĭategory = category of object ĬloakStop = Does the unit cloak when stopped moving (def=no)?Ĭrewed = Does it contain a crew that can escape (def=no)?

******* All Possible Unit Statistics ******* Here are all possible Statistics of rules.ini: Explosion makes your unit explode if it dies. BuildLimit gives a limit to the chosen unit.
#How to host a red alert 2 game code#
Just make sure this code stands between and British Sniper : We're going to add some C4 to the GI (the same that Tanya and SEAL have) You could edit the weapon, speed, cost, buildings needed, tech level and lots of more stuff. VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTERĮliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ThreatPosed=10 This value MUST be 0 for all building addons Owner=British,French,Germans,Americans,Alliance The name of the unit is:, you could also search for "GI" untill you get to the part. If you're having problems with this setup, it can be a totally different way to fix it, than if you're using the old IPX C&C version.-Step 2. If you are playing one of the later version of C&C, which is using TCP/IP, you should be able to get it to work as long as you've set the ip adresses correctly for each machine (or the router has done so for you). Or you could use a crossed TP cable and connect the computers directly to eachother (bypassing the router). If it is one of the first versions which use IPX/SPX, you can not use a router/switch but only a hub (afaik). Most likely, it's one of the more recent versions, but as i've recently had a spell of nostalgia, I've been playing the old version and marveling at how fresh it still feels, so I feel like having it clarified. So to make sure that you're configuring your LAN correctly, we need to know which version/game of C&C you are playing.
#How to host a red alert 2 game series#
Command & Conquer is a game series which stretches from the age-old original (which featured GDI vs Nod) up to I don't know which incarnation (C&C: Renegade?).ĭuring this time, how we use computer networks has changed a bit, so we've gone from IPX/SPX to TCP/UDP over IP.
