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Nyerguds

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Everything posted by Nyerguds

  1. ...there's no "just" about that. A lot of the mission scripting stuff has a tendency to act odd in multiplayer :-\ Heck, anything related to AI units acts odd. You'll be lucky if they don't start randomly flying around or something, because all AI units on a multiplayer map revert to the Hunt command. Umm... No. This is plain wrong. There IS NO MULTIPLAYER SCRIPTING. At all. There is only the single player scripting, which in many cases works in multiplayer, but often not as it should.
  2. Hmm. Anyone know the actual filenames?
  3. Wait, multiplayer scripting? Ho boy. You opened quite a can of worms, there...
  4. MCV? You didn't mention any MCVs... what exactly is the intended purpose of your script setup? There's no way to just "spawn" units on a map... if you want MCVs, you either pre-place them, or make them reinforce from the edge of the map just like the chinooks. Only, they'd need to actually drive their way in, of course.
  5. Hunt also has the disadvantage that it goes by "first unit on the map" logic, by cell number, rather than "find and kill the closest enemy", which makes the logic really predictable, and thus somewhat unreliable as real threat. It's too easy to divert, and too easy to indeed get units stuck trying to reach an unreachable top left target.
  6. From what I've seen there seems to be a dislike for Pakistani due to their generally crappy internet - it's not really racism, more like, internet-connection-ism Beside that, there will sadly always be abusive assholes on the internet, though. But yeah, we don't tolerate any kind of personal attacks, be they of racial, sexual or other nature.
  7. I think it's the roads and snow patches... they don't change anything in the passable terrain but make it look far more varied. Most people don't bother with that level of detail
  8. If I remember correctly, in Tiberian Sun the actual engine doesn't support air to air attacking at all.
  9. Not a clue, honestly. They seem like some kind of data tables... I looked into them when I was making my .mrf filter generator, but they're definitely not .mrf files.
  10. Well, this isn't programming at all... it's just scripting. Telling the game what to do, and when. Triggers have a cause, an effect, and modifiers. You need a trigger with as cause "time", as effect "reinforce", and as modifiers, non-repeating, the chinook teamtype, and the counter set to the start of the mission, so, 0. Though typically, Westwood missions with multiple helicopters have a different time for each trigger, like, 0 on the first, 1 on the second, 2 on the third, etc, so it's possible that more triggers with the exact same time don't work. The teamtype, as I said, needs a command to move the helicopter to that waypoint. No matter whether you do this manually or through some editor, the act of adding a command shouldn't be too hard if you read the docs. I do think XCC shows the triggers and teamtypes in the same way that they end up in the ini file, no?
  11. I refuse, on the grounds that you clearly didn't read the manual. You just clumsily threw together the stuff I said when first summing up the trigger, teamtype and waypoint stuff, while ignoring all the details. So READ THE MANUAL TEXT FILE. IT HAS EXAMPLES OF THIS STUFF, AND THE FULL EXPLANATIONS BEHIND THEM. There's even an example of a trigger of an infantry airdrop. Take that, minus the infantry in the airdrop, and with its time set to 0, and you're there. Really. Unless you read through all the stuff about triggers there, there's no way you'll manage any of the other scripting you'll undoubtedly need in your mission Going over your stuff: -The chinooks don't have move commands. They have sleep commands. I assume this is because you never did anything more than creating them in some editor. As it is, this means there's nothing connecting them to the waypoints. -The triggers have "None" as triggering action. This means they don't trigger. "None" is a dummy trigger that means "I didn't fill this in"
  12. It's not a bug, it's a feature. It allows such airdrops, and it allows APCs with infantry to be reinforced. It simply has the limitation that you can't add other things into the team. I wouldn't advice this; it's horribly counter-intuitive for the player. If you set the "Edge" correctly on the house the chinook is from you can always make it reinforce from a side of the map that ensures it won't encounter anything player-owned hostile. If there is non-player owned hostile stuff on the map, just make the chinook of a different house allied with all other involved houses except the player. Pat_Pas: On that note, the "Edge" setting on House settings (the "players") decides which side of the map reinforcements come from when they enter the map
  13. Yeeah... kind of not much more than baseless accusation there. Give us something, at least.
  14. Pretty! Symmetrical, and yet very natural looking
  15. You're kind of inviting it
  16. Pichorra... I don't think you can disable it in win7. It's kind of a basic part of the system security.
  17. Also, additional note: never combine a chinook teamtype to place on the map with any other units, or it will act as airdrop, meaning the chinook will drop off the other units specified in the team, and then fly away again, off the map. The teamtype should always be one single chinook
  18. Oh, wow. I didn't even know I put that there, or I would've removed them from the moment I uploaded those other ini files. They're terribly incomplete compared to what I already know now. [edit] Removed
  19. you could've actually linked to it, Chimas http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt Pat_Pas: Basically, the "Reinforce." and "Create Team" triggers have a parameter in them that refers to the list of Teamtypes. Teamtypes, in turn, specify the units in the team, and have a list of commands that allow them to move to specific spots, as specified by Waypoints. Waypoints are a list of locations on the map. So you need to make a waypoint of where your chinook should go, make a teamtype of one chinook and tell it to move to that waypoint, and you need to make a trigger to reinforce that teamtype at the start of the mission. If you're planning to get into mission scripting, though... read that text file. Completely. Everything you need to know is in there.
  20. stats_*** what now? My stats are all in ini files, in http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ warheads.ini says that Armor Piercing has a spread factor of '6'. So yeah. That's twice what it is in RA, I think
  21. White: as the others said, those are simply reinforced on the map from the start Aircraft are not part of the normal units, and can thus not be placed in the [units] section. They would require an [Aircraft] section, but reading of this section was disabled in the game because there are bugs with placing aircraft that way.
  22. Small note... in the link to the Japanese AOE voices in the original post and in the readme, you can leave out everything behind the "fileid=3452". The stuff behind that is just some kind of session ID number of when you accessed the link. Oh, also... put your name/nickname somewhere in the readme file. Right now your mod is 100% anonymous O_o
  23. Well, rockets normally compensate for that with a lot of splash damage.
  24. Small note there... This site does host the freeware C&C games, and EA doesn't mind about that at all. I personally host a hacked full version of Command & Conquer 1 on my website, which includes the Covert Operations (which was technically never made freeware), and I was the first to publicly upload the ISOs of Counterstrike and The Aftermath online after RA became freeware (which were also never officially made freeware). And you know what Big Bad Electronic Arts did to me for that? The EA C&C community manager congratulated me on my work to keep the classics alive, and gave me the Ultimate Collection for free So, no... EA pretty much ignores the C&C games nowadays. We got nothing to fear from EA. But those two aren't EA games, and aren't in any way freeware, or companions to freeware.
  25. Nope, sorry. I think I know the options that cause the inaccuracy and such in TD, but I never traced it.
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