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Talk:Command & Conquer: Red Alert 2

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Unused Units

Units removed the file rules.ini in Ra2.mix

Aircraft Carrier Nimitz

;Aircraft Carrier for the Americans
;[CARRIERB]
;UIName=Name:CARRIERB
;Name=Aircraft Carrier Nimitz
;Image=CARRIER
;Prerequisite=GAYARD,GATECH
;Primary=HornetLauncher
;CanPassiveAquire=no ; Won't try to pick up own targets
;Spawns=HORNET
;SpawnsNumber=4
;SpawnRegenRate=5000
;SpawnReloadRate=1000
;FireAngle=32
;ToProtect=yes
;Category=Support
;Strength=1500
;Naval=yes ;GS
;Armor=heavy
;TechLevel=-1
;Sight=7
;Speed=4
;CrateGoodie=yes
;Owner=British,French,Germans,Americans,Alliance
;RequiredHouses=Americans
;AllowedToStartInMultiplayer=no
;Cost=2500
;Turret=no
;Points=55
;ROT=1
;Crusher=yes
;Weight=5
;Crewed=no
;;OmniFire=yes ;GEF moved to weapon
;IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=
;VoiceMove=
;VoiceAttack=
;VoiceFeedback=
;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Float
;MovementZone=Water
;ThreatPosed=25	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
;GuardRange=10
;;BuildLimit=1

Dreadnought or unused UIName=Name:DREDB Dreadnought +3

;Soviet Dreadnought for Russians
;[DREDB]
;UIName=Name:DRED
;Name=Dreadnought +3
;Image=DRED
;Prerequisite=NAYARD,NATECH
;Primary=DredLauncher
;CanPassiveAquire=no ; Won't try to pick up own targets
;Spawns=DMISL
;SpawnsNumber=2
;SpawnRegenRate=60 ;25% better than normal
;SpawnReloadRate=0 ; missile spawn don't come back
;FireAngle=32
;ToProtect=yes
;Category=Support
;Strength=1500
;Naval=yes
;Armor=heavy
;TechLevel=6
;Sight=7
;Speed=4
;CrateGoodie=yes
;Owner=Russians,Confederation,Africans,Arabs
;RequiredHouses=Russians
;AllowedToStartInMultiplayer=no
;Cost=2500
;Turret=no
;Points=55
;Weight=4
;ROT=1
;Crusher=yes
;Crewed=no
;;OmniFire=yes ;GEF moved to weapon
;IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=
;VoiceMove=
;VoiceAttack=
;VoiceFeedback=
;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Float
;MovementZone=Water
;ThreatPosed=25	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
;GuardRange=10
;;BuildLimit=1

Harpy

; Apache Chopper
;[APACHE]
;UIName=Name:APACHE
;Name=Harpy
;Prerequisite=GAAIRC
;Primary=HarpyClaw
;Strength=225
;Category=AirPower
;Armor=light
;TechLevel=-1
;Sight=2
;RadarInvisible=yes
;Landable=yes
;MoveToShroud=yes
;Dock=GAAIRC,NAHPAD,GAHPAD
;PipScale=Ammo
;Speed=14
;PitchSpeed=.16
;Owner=Russians,Confederation,Africans,Arabs
;Cost=1000
;Points=20
;ROT=5
;Ammo=12
;Crewed=yes
;GuardRange=30
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;Maxdebris=2
;VoiceSelect=30-I000,30-I002,30-I004,30-I006
;VoiceMove=30-I014,30-I016,30-I018,30-I022
;VoiceAttack=30-I022,30-I030,30-I034,30-I036
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Fly
;ThreatPosed=15	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

Chem Spray Infantry

; Hack to make MultiMissile work! Don't change data!
[WEEDGUY]
UIName=Name:WEEDGUY
Name=Chem Spray Infantry
Category=Soldier
Primary=NukeCarrier
Secondary=V3Cluster ;gs Looks like hack is weapons must be represented once
Prerequisite=BARRACKS
TiberiumProof=yes
CrushSound=InfantrySquish
Strength=130
Storage=7
Pip=white
Fearless=yes
Armor=none
TechLevel=-1
Sight=4
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=300
Points=5
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons

Light Tank

; Light Tank
[LTNK]
UIName=Name:LTNK
Name=Light Tank
Image=LTNK
Prerequisite=NAWEAP
Primary=90mm
Strength=200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=8
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Arabs
AllowedToStartInMultiplayer=no
Cost=600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes

Howitzer

; Howitzer
[HOWI]
UIName=Name:HOWI
Name=Howitzer
Image=HWTZ
Prerequisite=GAWEAP
Primary=HowitzerGun
Strength=200
Category=AFV
Armor=light
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=750
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
AllowedToStartInMultiplayer=no
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3

Placeholder

[XCOMET]
UIName=Name:XCOMET
Name=Placeholder
Image=HTNK
Prerequisite=GAWEAP,GATECH
Primary=CometFragment
Secondary=TeslaFragment
ElitePrimary=SuperCometFragment ;Like [WEEDGUY] this just instantiates more weapons
Strength=300
Category=AFV
Armor=heavy
Turret=yes ;temp until tank art done
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=4
CrateGoodie=no
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3

Hind Transport

; Hind Transport
[HIND]
UIName=Name:HIND
Name=Hind Transport
Prerequisite=NAWEAP
Primary=BlackHawkCannon
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=-1
Sight=7
RadarInvisible=yes
Carryall=yes
Landable=yes
PipScale=Passengers
Passengers=10
Speed=15
PitchSpeed=1.1
JumpjetSpeed=40 ;params not defined use defaults (old globals way up top)
JumpjetClimb=50
JumpjetCrash=60 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=12
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
Cost=1000
Points=15
ROT=10
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
DieSound=
CrashingSound=GenVehicleDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy	;Taking off
AuxSound2=Dummy	;Landing
ThreatPosed=0
SpecialThreatValue=1
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
SpeedType=Hover
PreventAttackMove=yes

Osprey

; Destroyer's helicopter
[ASW]
UIName=Name:ASW
Name=Osprey
Primary=ASWBomb
Secondary=ASWCollision
NavalTargeting=2
LandTargeting=1
Strength=30
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=12
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=10
ROT=5;3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=OspreyDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=OspreyTakeOff ;Taking off
AuxSound2=OspreyLanding ;Landing
ImmuneToPsionics=yes
;Selectable=no	; SJM: this should be here but is commented out because bug prevents aircraft from landing

--Porcino (talk) 21:00, 6 January 2014 (EST)

Removed Objects in Final Alert 2

[PT] São objetos que não são usados no jogo e foram cortados propositalmente do editor. Fica mais claro saber quais não foram usado. Só não sei se alguns dos objetos são do Yuri's revenge.

[En] Are objects that are not used in the game and were purposely cut editor. It is clearer to see which were not used. Just do not know if some of the objects are of Yuri's revenge.

; things only FinalAlert will ignore
; these are usually all dummies and leftovers from TS
[IgnoreRA2]

0=GAARMORY
1=APACHE
2=DeathDummy
3=WEEDGUY
4=GADUMY
5=NAWAST
6=GARADR
7=CAIRSFGL
8=CALIT01E
9=CALIT01N
10=CALIT01S
11=CALIT01W
12=CALIT03E
13=CALIT03N
14=CALIT03S
15=CALIT03W
16=CALIT02L
17=CALIT02R
18=NAHPAD
19=CAEURO01
20=CACITY01
21=CACITY02
22=CACITY03
23=CACITY04
24=CITY06
25=CITY05
26=CITY04
27=CITY03
28=CITY02
29=CITY01
30=CAARMR
31=TREE29
32=TREE30
33=CANEWY05
34=REDLAMP
35=GRENLAMP
36=BLUELAMP
37=YELWLAMP
38=PURPLAMP
39=INORANLAMP
;40=NEGLAMP ; NEGLAMP added again, invisible in game
41=NEGRED
42=TSTLAMP
43=CAPOL01E
44=CAPOL01N
45=CAPOL01S
46=CAPOL01W
47=CASIN01E
48=CASIN01N
49=CASIN01W
50=CASIN01S
51=GAGREEN
52=GALITE
53=CARGOPLANE
54=CAHOSP
55=XCOMET
56=CAKRMW
57=CAFNCB
58=CAFNCW
59=CAFNCP
60=CR1
61=CR2
62=CR3
63=CR4
64=CR5
65=CR6
66=BURN01
67=BURN02
68=BURN03
69=BURN04
70=BURN05
71=BURN06
72=BURN07
73=BURN08
74=BURN09
75=BURN10
76=BURN11
77=BURN12
78=BURN13
79=BURN14
80=BURN15
Another one :) =BURN16
82=CASYDN01
83=CATIME
84=CALOND02;?
;85=CAMORR01
;86=CAMORR02
;87=CAMORR03
;88=CAEGYP06
;89=CAMORR04
;90=CAEGYP04
;91=CAEGYP05
;92=CALA06

97=DNOB;?
98=GAWRONG
99=CALA02;?
100=CAMOON01
;101=CAEGYP01
102=UTNK
103=YDUM
104=WWLF
105=YADOG
106=YDOG
107=SMON
108=CMON
109=YADEPT
110=CALOND06;?
;111=TREE32

; hacks for shore pieces
; shore id_pos=iswater
; pos: count from left top to right, then next "row"

--Porcino (talk) 00:52, 15 January 2014 (EST)

97=DNOB;?
98=GAWRONG
99=CALA02;?
100=CAMOON01
;101=CAEGYP01
102=UTNK
103=YDUM
104=WWLF
105=YADOG
106=YDOG
107=SMON
108=CMON
109=YADEPT
110=CALOND06;?
;111=TREE32

[Pt]Esses são objetos não usados no yuri's revenge

[En]These objects are not used in yuri's revenge


These two are used to allow Yuri players to train Allied/Soviet dogs once they capture the respective barracks:
105=YADOG
106=YDOG

--Hawk (talk) 14:09, 20 May 2021 (UTC)

IFV Mode 12

The Allied IFV has different weapons depending on the infantry that enter it. IFVMode=12 sets this weapon to a weapon called "CowShot", previously "PrismShot". This version of the IFV is nicknamed "President IFV" and is unobtainable in normal play as it requires one of the following units to enter the IFV: President, Cow, Alligator, Polar Bear, Monkey, Camel (Yuri's Revenge).

This weapon does 300 damage with 12 range, making it one of the most powerful in the game.

Is it possible to legitimately obtain this by garrisoning the McBurger Kong in the Chicago level to obtain monkeys and then put them in an IFV? --Hawk (talk) 14:06, 20 May 2021 (UTC)

No, you use Yuri to Mind Control a Cow, then put the Cow in the IFV, the conditions are hard to obtain, hence it's an easter egg.
McBurger Kong has never given free units. --MRMIdAS
Are you sure?
Also, when can you put mind controlled units into transports? --Hawk (talk) 13:54, 4 November 2022 (UTC)
AH! They're using triggers to spawn infantry, I was expecting an alternate prerequisite, like how the Pentagon gives you SEALS.
And AFAIK you've always been able to put MC'd infantry into transports, at least in RA2, although it may have been fixed in a patch. - MRMIdAS

Unused Crates

Just want to share one video about unused content. Unfortunately it's unknown how to verify this information.

https://www.youtube.com/watch?v=UVOs6Hhg8d0 The preceding unsigned comment was added by Fission Power (talk • contribs)

It's as easy as extracting and editing the rules.ini file, this is how the crate rules appear:
; ******* Random Crate Powerups *******
; This specifies the chance for the specified crate powerup to appear
; in a 'random' crate. The chance is expressed in the form of 'shares'
; out of the total shares specified.
;
; The second parameter is the animation to use when this crate is picked up.
;
; The third parameter specifies whether this crate is available over water.
;
; The fourth parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
[Powerups]

Armor=10,ARMOR,yes,1.5              ; armor of nearby objects increased (armor multiplier);gs Think of max strength being multiplied by this (in reality, damage is divided by this since you can't change the max in Type)

Firepower=10,FIREPOWR,yes,2.0       ; firepower of nearby objects increased (firepower multiplier)

HealBase=10,HEALALL,yes              ; all buildings to full strength

Money=20,MONEY,yes,2000             ; a chunk o' cash (maximum cash)

Reveal=10,REVEAL,yes                 ; reveal entire radar map

Speed=10,SPEED,yes,1.2              ; speed of nearby objects increased (speed multiplier)

Veteran=20,VETERAN,yes,1             ; veteran upgrade (levels to upgrade)

Unit=20,<none>,no                  ; vehicle

Invulnerability=0,ARMOR,yes,1.0     ; invulnerability (duration in minutes)

IonStorm=0,<none>,yes               ; initiate ion storm

Gas=0,<none>,yes,100                ; tiberium gas (damage for each gas cloud)

Tiberium=0,<none>,no               ; tiberium patch

Pod=0,<none>,no                    ; drop pod special

Cloak=0,CLOAK,yes                   ; enable cloaking on nearby objects

Darkness=0,SHROUDX,yes              ; cloak entire radar map

Explosion=0,<none>,yes,500          ; high explosive baddie (damage per explosion)

ICBM=0,CHEMISLE,yes                 ; nuke missile one time shot

Napalm=0,<none>,no,600             ; fire explosion baddie (damage)

Squad=0,<none>,no                 ; squad of random infantry
As you can see in the video, most of the powerups still function if you change the 0's to a positive number. - MRMIdAS

Source Code

A prevailing theory across the internet for the last decade or two has been that EA famously lost the source code to the C&C games after it was to be sent to DICE in Sweden when Westwood/EA Pacific was shut down in the early 2000's

More and more people however seem to be pushing the idea that the "Mental Omega" mod has access to the Tiberian Sun and Red Alert 2/Yuri's Revenge source code as an explanation of their ability to create such incredibly in-depth modifications to the game, using the ability to view the source code to better utilize patching the game via the "Ares" memory editor

Obviously we can't ask for the code to be published (or publish it on the wiki) but it may be useful to ask the Mental Omega dev team if there is any further information hidden in the code that may be of interest to publish here

This theory is utter garbage. MO just uses ARES and good old-fashioned modding tricks to work, nothing else. If you want to see code weirdness, the "Bugfixes" section of ARES and PHOBOS are both good sources of knowledge. - MRMIdAS