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Everything posted by Nyerguds
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Ehh, everyone who has xcc can do that... and I already uploaded them in my mappics/ folder. Each of these folders contains a maps.zip
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How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
You don't seem to understand that C&C is NOT an open book to me. I know some parts, but most of the exe is still completely unknown to me. It's like trying to figure out bus routes, in a city without any name tags on the streets, on foot. I can't just change anything at will, and usually not because they'd be such incredibly complex logics, but simply because I have no idea where to FIND the logics to change. And even then, in some cases they ARE incredibly complex. Especially those related to the AI. -
Dune II Unofficial Gravis Ultrasound Patch (for DOSBox)
Nyerguds replied to MrFlibble's topic in General Discussion
uhh, you don't understand. System variables are used for a LOT more than just storing folders. %ultrasnd% contains ultrasound SETTINGS, %ultradir% contains the folder where the Ultrasound drivers are located. -
How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
Ah, nice find Solo. -
Dune II Unofficial Gravis Ultrasound Patch (for DOSBox)
Nyerguds replied to MrFlibble's topic in General Discussion
Not surprising. It's not %ultrasnd%\, it's %ultradir%\ - it's a different variable -
How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
I don't know if Attack Civil works... no one ever really experimented with these commands, and as far as I know they're unused in the original campaign. I do know I've had problems with making special teams attack each other though. If there are no real Nod used in the mission, it might be better to use real Nod, and actually disguise them, by making use of the 1.06c colour controls. This will also mean the score screen info will be correct. -
How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
That's hardly surprising if you set your timer to the ingame equivalent of two centuries :roll: -
Dune II Unofficial Gravis Ultrasound Patch (for DOSBox)
Nyerguds replied to MrFlibble's topic in General Discussion
while with @echo on it gets and besides, it seemed logical Maybe a simple empty line at the end would have done just as fine, but I didn't check that. OK, some pointers then: The @ is the same thing as the "echo off" effect. Instead of "echo off" at the start, you could technically make all lines start with @. Obviously, even when disabling echo with "echo off", that first command has to have the @ before it because the echoing isn't disabled there yet. Hence the "@echo off". echo is used to print lines. An empty line can be produced with "echo." without a space between the command and the dot. Empty lines in a batch file are ignored. I added that "echo." line in my script, too -
How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
Well then genius... tell me how exactly will the game know that it's a MINIGUNNER that has to move to that spot then? You're just saying "no one has to move to waypoint 1". Very useful, that I told you the factors that cause the game to PRODUCE a team rather than just recruit it. By the way, why is your neutral dude also a minigunner, rather than some civilian? One of these aforementioned factors is the team multiplier. That's the value just behind the "7" there. It was pretty clear from my advice that to prevent the AI from building the team, it has to be 0. Any value higher than 0 means it gets produced. You got it on 1. It's entirely possible that this automatically starts the team, especially since there's no Production trigger in your mission. So put that value to 0. Any chance to remember the mission, scenario, etc.? There's no such mission. I'm 100% sure of that. Not in C&C1 anyway. I can see RA1 or TS pull that off, sure, but not C&C1. In fact, if you find missions where a loaded APC attacks your base... it's ALWAYS reinforced. -
On TFD, all you needed to install was 1.06c and the hotfix. It's called a patch for a reason, you know. And the site specifically mentions it's TFD compatible. Just above the screenshots:
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I never found out what causes the explosion crate crash bug, no... I think the only way to find that is to have a lot of people play crate games with debug mode on, and wait for a crash..
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How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
You might want to make that number a bit higher instead of overriding the funpark campaign As far as I can see, your teamtypes are messed up; there are no units in them. Also, that LS1 trigger is a complete mess. "cap" isn't even a correct command; it can only be used as the full "Any,Cap=Win/Des=Lose" trigger linked to a building. the CVM trigger "Time,None,200,None,CIV,0" seems rather bizarre too... Oh, by the way, triggers can be 4 characters long -
Gah, stupid decimal values. It's annoying if you don't post it as hex anyway, nice work Myg
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So, you have TFD. Did you install the patch on TFD? Or did you just install the full game pack? Because simply installing patch 1.06c on TFD C&C95 should work perfectly. Heck, I made it on TFD. But if you install another full game in a different folder then that folder obviously doesn't have the videos.
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Dune II Unofficial Gravis Ultrasound Patch (for DOSBox)
Nyerguds replied to MrFlibble's topic in General Discussion
Well, got ultrasound working (the guide op that thread does forget to mention you still have to do the basic enabling by setting "gus=true"), now on to Dune II By the way, which game version is that patch for? Another note... don't call readmes just "readme.txt", it tends to overwrite files. Also, I don't know if you made that batch file, but... "@echo on" is NEVER needed at the end of a batch file you don't have to set the ultrasound folder in the path if you just run make it run "%ultradir%\ultramid" @echo off if not "%ultrasnd%"=="" %ultradir%\ultramid -f -q if not "%ultrasnd%"=="" %ultradir%\ultramid -16 -m115 -q if errorlevel 1 goto done dune2.exe if not "%ultrasnd%"=="" %ultradir%\ultramid -f -q :done I uploaded it here, with the adapted batch file (and renamed readme). I also changed the volume line in the readme to match the edited batch file http://nyerguds.arsaneus-design.com/dune/dune2patch/d2_gus_patch.rar -
So, then you're missing the videos because you enabled NoCd mode, despite the explicit warning in the installer that the videos are on the CD, and that enabling NoCD will prevent you from seeing them. The option is in conquer.ini. Just disable it again.
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How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
You could just work with a small nod outpost with a chinook in it, light it up with a flare, and just make the player lose from the moment the spy reaches the cell before the chinook, with a Player enters trigger. In that case it's advised to make the rest of the base either unmanned or not really Nod though to prevent other units accidentally walking on the celltriggers -
it's kinda... unnatural looking though. As for full screenshots, you're fresh out of luck there, that's just XCC Editor that allows saving a map you open as BMP file. Since XCC Editor is just a C&C1 map editor, that won't help you in any way for RA maps.
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Ehh, that's only for single play as far as I know...
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I can't make the game detect cncnet, Pichorra -_-
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oh, it's definitely going in, no question about that I just changed the variable loaded into bl (which is checked) to 00640029 (189629), which I set to 1. This way the system still acts exactly the same, but it checks my variable I'll make an ini key for it in some ini (rules or conquer), just so we can still control it somehow. As quick 'n' dirty method, I made this small app to apply an enabling hack: http://nyerguds.arsaneus-design.com/cnc95upd/netcode.zip It toggles the hack on and off, and is designed so it won't work on the new version I'm making now.
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How to make an AI unit move to a waypoint after a set amount of time?
Nyerguds replied to Jeod's topic in Mapping Discussion
Oh, that's not hard. Just make sure that when the team is created, it'll always pick that unit. This usually boils down to making him a unique type on the map, and making the unit Recruitable by not putting him on Area Guard or something. Production is controlled by the teamtype switches. If you don't enable the "Will be produced" switch, it won't be. It's that simple. team=Owner,a,b,c,d,e,f,g,h,i,NrOftypes,type1:amount,type2:amount,NrOfCommands,Command1:value1,Command2:value2,j,k a=X toggle * c=ALT toggle * d=Autocreate f=Unknown; usually related to tech level g=Team multiplier. Any value higher than 0 means it gets produced j=Replace destroyed team members k=Produce inactive backup of the team * needs some thorough testing if I got some time; the notes on A and C are useless So yeah, just go with the standard reinforcement template and you should be good. That's 0,0,0,0,0,7,0,0,0 for the switches, and ending on 0,0 It's impossible to make units enter chinooks with triggers though, so I hope you weren't planning on doing that... -
Actually, the whole jump can simply be removed. Heck, even the check before it can be removed Heck, I can make it check my own variable instead
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Jeod: Do you honestly think, if I could do that, I wouldn't have done it ages ago? <_< And yes, the manual says you can 'use your allies' facilities', meaning you can unload your harvesters in your allies' refineries. repair your vehicles on your allies' repair pads, and reload your helicopters on your allies' helicopter pad. I knew you didn't get the money from the harvesters, but I never realized the ally didn't get it either... bummer :|
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Ahh... yeah this was long overdue. We were planning an update but just never got around to it. More info on that can be found on the Command & Patch forum at CNCNZ. http://forums.cncnz.com/index.php?showforum=90