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Red Alert 2 was developed on top of the Tiberian Sun game and engine, so a lot of graphics and programming code from the earlier game persists within Red Alert 2. UpgradeVeteranSound and UpgradeEliteSound allow different sounds to be played when a unit is promoted, but both use the same sound.ĬreateInfantrySound, CreateAircraftSound, and CreateUnitSound would play a sound when a unit of that type is created, but it goes unused. It also has scripts to allow brutal AI to build two chrono-commandos to attack once their enemy has an allied tech center (likely a mistake, and is meant to be when they own a tech center), however, they cannot do this because chrono-commandos require stolen allied tech, and the script for spies to enter tech centers isn't set to be used on any difficulty. Setting MutateExplosion to 'no' will turn the genetic mutator weapon from a 6圆 superweapon to a 3x3.ĪImd.ini has scripts for AI taskforces to create two Psi-Commandos, however the final AITriggerTypes for them to create them isn't defined. Setting InitialVeteran to 'yes' allows all starting units to be elites, which is otherwise unavailable as an option in skirmish. Changing SuperGapRadius allows a functional version of the mechanic.
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However, this seems to have been just a quick way to disable the feature, as both radii are 10. Gap generators have an "ExtraPower" value of -9000, this means when gap generators have 9000 spare power available they can be deployed to use the SuperGapRadiusInCells as their range instead of the base GapRadiusInCells. It's possible the image to the right was used for the death bomb cursor, the time bomb cursor uses the SEAL C4 cursor. "and this one controls double clicking bombs on own guys neither of these will give double click back to Ivan himself // obsolete now that deathbombs cut". Setting CanDetonateDeathBomb to 'yes' in Rules.ini does nothing, as the comment says:
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Setting CanDetonateTimeBomb to 'yes' in Rules.ini allows double clicking on an enemy with an Ivan bomb on them to instantly detonate it, as the comment says: "Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event)". These use color palettes from the earlier games which weren't left in Red Alert 2's files, and thus can only be properly seen using palettes extracted from the earlier games. Several graphics from Command & Conquer, Red Alert and Tiberian Sun can be found in the data. Located in ra2.mix are some leftover graphics data from older Command & Conquer games, and unused graphics made for early versions of Red Alert 2. "Replaces Visceroid graphics with placeholder images". "Allowing or disallowing switch between video modes". Stands for "Totally Cool Mission Just 4 Fun". THETEAM - Loads a custom tmcj4f.ini file after loading rules.ini, allowing custom rules to be used in skirmish mode. HIRES - Allows selecting resolutions up to 4096x4096 in the options menu. The following codes can be typed on the main menu to unlock different effects, a beep will happen when correctly entered. Several bits of text unused in Red Alert 2.
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