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Nyerguds

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Everything posted by Nyerguds

  1. What the heck is that? :|
  2. Hello, Goliath35!
  3. Renegade? I don't think this mod is for Renegade...
  4. No problem. It means something messed with your Hosts file before though...
  5. Can't you do it like in C&C1? The infantry in C&C1 is pretty obviously colour-coded. The minigunner has nothing special (except maybe the black rifle), the grenadier has a very visible blue grenade belt, the Bazooka has this giant light-grey bazooka, the engineer has the yellow hat, the flamer has white tanks and weapon, the chem-warrior has the same thing in green, plus the black gas mask. I think if you make sure these colours catch the eye easily, it might work out well. I'd say, don't be afraid to give them bright colours.
  6. XWIS took over WOL ages ago.... I'd check out the old XWIS Connect tool. Running that tool and pressing [Reset] might fix your problem.
  7. Ehh, 1.06b already contains the Covert Ops. And either way, CO is just a missions & map pack, it doesn't create any version differences. Be sure to get the new hotfix of the 1.06b patch though: http://www.commandandpatch.com/index.php?name=Forums&file=viewtopic&t=44 As for the Covert Ops installer, don't bother with it. It's a DOS program and it malfunctions because it uses outdated methods of trying to determine if you're running it from CD. The logic preventing you from running it off hard disk was WW's first attempt at copy protection. The actual Covert Ops (or at least, the only part you need for C&C95) is simply the SC-000.mix and SC-001.mix files in the INSTALL folder. Copying them to the game folder is all you need to do to install the Covert Ops. But as I said, don't bother with that, since the 1.06b patch adds it already, with some fixes.
  8. wait, it says you never played Dune 1? Woah man, get on with it! That game rocks
  9. Nyerguds

    LEGO FTW!

    wish I still had time to mess around with LEGO
  10. hm, cncnet has been rather slow since the summer holidays ended. I'm guessing, the weekends, or after about 8 in the evening? Most people here are on Central European Time. Heh, thanks. Though I don't think any schools teach the kind of stuff I do. studying to become a programmer too, but reverse engineering software isn't included in that, lol.
  11. hm, playing without SB sound, I see? Normally you don't get these mentat messages.
  12. C&C95 v1.06b doesn't need any compat options on XP... Also, 420?
  13. I fixed the logo image tags. If the original images are 800x600, don't display them as squares
  14. Nyerguds

    -

    He means long term planning for the developement of CnCNet. And tbh, I think that RA 3.03 makes a RA version of cncnet rather useless. It already works fine, unlike WChat/C&C95.
  15. daayum, that final render of the refinery looks truly impressive
  16. Um, Revo, the SHP radar colours guide is kinda unnecesary, seeing as I made an editor for that
  17. Um... I thought that post would imply you had updated it now, but it's still the same...
  18. O RLY? I see a celltrigger set to Badguy, which activates from the moment their harvester leaves the base to harvest. It also has an unneeded teamtype again. I also see a bizarre Cap=Win/Des=Lose trigger which should just be "Lose". As for the airstrike, what I mean is that the logic apparently doesn't really apply here (because if Nod sells one of the SAMs, the Badguy side technically "destroyed" it), so you're still better off looking up the way it's done in the missions, since that way WORKS.
  19. Any reason why you didn't post this in one of your older threads, then? -_- As for your airstrike problem, I'm just gonna say this again... I don't know the technical reason why your current trigger doesn't work (though I do suspect a possible cause), but IF YOU JUST LOOK IN THE ORIGINAL MISSIONS you see the way that makes it work correctly. Another note... you made the "trigger owner" mistake AGAIN in the All To hunt celltrigger. "All to Hunt" just means all AI units go to Hunt. The house set in the trigger has no effect on that; it determines who can trigger the celltriggers.
  20. I'm trying to fix that now so it can't crash, but it's giving me quite a headache...
  21. I mean the video BEFORE the mission. The start of the campaign is a special case where the start video is preloaded during the side selection screen. Since I changed the code to actually read the name of that first video from the mission ini file (instead of just using "GDI1"), that could crash if no videos are set.
  22. Ah, yes, that's the time. Most original missions put it on 99 to make sure teams don't go away. Team actions normally loop though. Normal attack teams have a route programmed to get to the enemy base. Then the attack command is put to 99 so they are certainly destroyed before they'd try to loop, because then they'd go back to the first point of the route they followed to get there There's a special command, "loop", that can be put at the end to indicate where the looping starts though. This is usually used to make a patrol team move to a certain location, and then do the patrol loop, only looping through the commands of the patrol loop. Again, see ccmanual and the original missions for that. Really, I don't know. You can try Buildings Destroyed or something like that. Then you'll get that radar bug I mentioned. In 1.06c you'll be able to assign a colour to the side in the mission file, so you can give the side you play with any colour you want. I don't know, give more information? Did it work as covert ops mission? At which point did it freeze? Do you have any videos zet?
  23. If you read a bit further into that trigger research thread, you'll see I disproved that statement. Trigger "owner" is almost never related to the effect. (The only exception I've seen to this is the Airstrike, which goes to the team that caused it) This is the proof: http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-nod/maps/scb08ea.ini Nod mision, where a celltrigger linked to badguy causes the Production to start. Also, I didn't say to delete Nod's "production" trigger and leave GDI's, I said to delete one and to change all timed triggers to the PLAYER side. You made the player into Special, no? As for "All Destroyed" not working for Allow win triggers, I think I've seen that happen before. It's actually just meant for specific mission goals.
  24. this thing looks kinda bizarre IMO... I think the reason there's nothing around the original dome is to keep it clear so they don't disrupt the signal with GIANT METAL BARS
  25. wtf man. There is no such rule. The house is only connected to the CAUSE, not the EFFECT. A teamtype HAS ITS OWN HOUSE SETTING, in case you didn't notice. Your teams are all set to '0 of these teams will be produced'. It's the value behind the "15". For 'Create Team' teamtypes, use 1,0,0,1,0,15,1,0,0, as the ccmanual file says. Hm, bizarre... but I guess it might be true. btw, you do realize that the [base] section has no way to set owners, right? This means that 2 different enemies with construction yards will try to rebuild eachother's structures, if you add anything to the rebuild list.
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