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Everything posted by Nyerguds
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What are the map numbers for Covert Operations?
Nyerguds replied to Jeod's topic in Mapping Discussion
Wut? Again, look at the timings of the original missions. The ion cannon loops are only set to 200-400. Airstrikes are set to values between 80 and 200. Because THE TRIGGER "OWNER" ONLY AFFECTS WHO CAN CAUSE IT TO ACTIVATE, AND NOT WHO GETS THE EFFECT!!! As I've said half a dozen times already. Time triggers simply don't seem to work unless the house is set to the player. -
What are the map numbers for Covert Operations?
Nyerguds replied to Jeod's topic in Mapping Discussion
well start by removing the duplicate Production and Autocreate triggers, and putting the owner of all timed triggers to the player side (Special). -
What are the map numbers for Covert Operations?
Nyerguds replied to Jeod's topic in Mapping Discussion
The only reason the game doesn't freeze at the score screen is because I fixed it. IMO it's still lame to use a special house just to get a full tech tree. But meh, your choice I guess. I just hate missions where you're the "ooh all powerful 3rd side" and fight GDI and Nod for no reason -_- It randomly creates teams from the teams in the [teamtypes] list that have Autocreate enabled. It's one of the many options set to '0' in all of your teams. My ccmanual file has the information on which one of them is Autocreate. CCMap's teamtype editor has this too. No, Allow Win is there to ADD EXTRA objectives (I think more than one can be added) that needs to be accomplished before you can win. If the trigger is there, it needs to be accomplished, but if it isn't, you can just win normally. Man, I've told you this so many times. LOOK AT THE ORIGINAL MISSIONS. You'll see very few of them have the Allow Win. *** Another note... a lot of your triggers have the "Start" teamtype there for no reason... Why is that? These triggers don't use team types. Only Reinforce. and Create Team can use teamtypes. -
um, dude, any house can be made to build any units. The AI doesn't care at all about the player's tech restriction. Order a GDI AI to build stealth tanks and chem warriors, even if it only has the GDI barracks and GDI weapons factory, it will still build them.
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What are the map numbers for Covert Operations?
Nyerguds replied to Jeod's topic in Mapping Discussion
dude, the CO mission numbers are in my ccmanual text file Seriously, read that thing through from beginning to end. Everything is in there. Including which of these many options on the teamtypes to put to "1" to make sure a team gets Autocreated. Also, Autocreate, like Production, is a global AI trigger that only needs to be started once, and which needs no repeating. I believe Time triggers need to be linked to the player's side to work correctly though. btw, what on earth is the meaning of this trigger? Awin=Time,Allow Win,0,Special,None,0 Oh, and DON'T MAKE MISSIONS FOR A NON-PLAYER TEAM! It creates problems, like no score screen and a 'black hole' radar logo. -
To rip the higher quality music from frank's site?
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There's no need to pave all the water with rocks. Just a single row will do. You can do it a lot more subtle, like this: http://nyerguds.arsaneus-design.com/cncstuff/mappics/miss_cam_GDI/scg06ea.png http://nyerguds.arsaneus-design.com/cncstuff/mappics/miss_cam_GDI/scg07ea.png
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The Hovercrafts follow pretty much the same rule as other reinforcements. You just need that rock border. Only, passable terrain for them is water, of course. See http://nyerguds.arsaneus-design.com/cncstuff/mappics/miss_N64_Nod/SCB01N64.png As you see, for hovercrafts, normal clear terrain is enough to act as "impassable". The Hovercraft should always stop at a shore.
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Not really, you can do the same with IE6.
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ohh, I thought you meant the triggers... I think a Nod player with an ACC can already use ion cannon. Not sure about the nuke though. The only problem is that the AI can't do it. The actual superweapon isn't related to the trigger.
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That usually doesn't work against human players... unless they don't know how to force-fire the cruisers somewhere on the ground to make sure they don't attack anything
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When I release C&C95 patch 1.06c, that's when. It'll undoubtably be announced all over the community It does cover that. Basically, if the trigger has multiple possible activations (like, the Destroyed trigger linked to multiple SAM sites to activate the airstrike in pretty much all GDI campaign missions), then "1" makes it activate only after ALL of them are triggered, while "2" makes it activate every separate time it's triggered. For triggers that are not linked to different causes, 1 and 2 both just make it repeat (like for timed triggers). 7: if 0: trigger is activated only once. if 1: trigger is activated only once when all units/buildings with this trigger have been activated. (used in GDI missions: you get Airstrikes when all SAM's are destroyed) if 2: trigger is activated every time when any of the units/buildings with this trigger have been activated. -if 1 or 2: trigger keeps being activated when the number at place 4 is reached. It's not hard. You set the cell in the Waypoints list, and then use Move:## where ## is that waypoint. This system was designed so attack paths used by the AI could be recycled for multiple teams. The airstrike/nuke thing? No... I managed to expand the triggers to add new ones, but I still don't know how to actually change what they do. So far I just added more duplicates of the Destroy Trigger function, so you can have up to 6 destroyable triggers instead of 3. I never used trigger generators in the first place... If you use 1.06b, and have "Remixes" activated in the conquer.ini file (which is the default setting), then Act on Instinct already has a remix. This means that AOI.AUD will not be read. Instead it'll read AOI.VAR. I could give a list of all themes in the game that have such remixes, if you want.
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lol, I'd just look at the URLs in my Opera cache, and then download the files directly
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What's so hard about looking into the code and seeing which swf it links to? Though I guess it won't be so easy to figure out the actual urls for the tracks it loads... Oh, and I've never automatically downloaded a site in my life, mkay? Manual touch ftw
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oh, about the GS sites, I got an email that they're delaying the closure for another month. Anyway, there's also C&C Flash, but I'm not sure it's worth saving. Frank Klepacki's site has the exact same thing with higher quality tracks anyway.
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Right... Jeod, one small piece of advice... Please, just look at the original missions, copy the stuff they use in there, and adapt it to how you need it. It's both the fastest way of getting stuff in the mission to work correctly, and the best way to learn how it works. Don't rely on trigger creators in map editors too much; they tend to make mistakes (I'm pretty sure ccmap screws up that cap=win/des=lose trigger) and they sometimes make it hard to see the connections between the celltriggers, triggers, teamtypes and waypoints. The original missions are perfect examples of how it's all done correctly. Anyway, my answers: I think longer names generally don't give many problems, but it's possible that they just get cut off internally, meaning something like "createteams1" and "createteams2" won't work because internally it'll be seen as the same thing ("crea"). Anyway, it definitely won't work if the trigger names have spaces. For this kind of stuff it's generally just a good idea to keep to the system used in the original missions. I'm working on making that kind of exceptions possible in missions with my 1.06 project, but so far, yeah, not possible. See original missions. Usually it's either started from the beginning of a mission, after a while, or when a certain trigger is activated that tells the computer that your first objective has been accomplished and you're now ready to start building up your forces. (like in missions where you have to find & capture an abandoned enemy base, or where you need to secure some spot before you get an MCV, or stuff like that) Either way, before some trigger with the Production action is started, the AI will not produce any new stuff. Production doesn't affect superweapons. Not sure why it doesn't work, unless you didn't deploy your base yet. The AI can't target units with superweapons. TRiGGERS are things that make something HAPPEN. CELLtriggers are CELLS that make a trigger happen. A trigger has NO effect whatsoever on the teamtype that is reinforced or produced as a result of the trigger. As for where the TEAM goes to, that has to be programmed into the team. Learn the basics of controlling teams from my ccmanual text file and the original missions. As for how to control where the reinforcements appear, that is done by making an impassable border just outside the visible part of the map at the side the reinforcements come from (the Edge= setting of the house), and making a hole in that 'wall' where you want the units to appear. See the bottom of this mission for an example of that: http://nyerguds.arsaneus-design.com/cncstuff/mappics/miss_cov_GDI/scg23ea_Hell's_Fury.png No way to solve that. Airstrike is the only superweapon that goes to the trigger owner; ion and nuke are simply for GDI and for Nod. An ion cannon trigger in a GDI mission will simply give you instant ion cannon. But you can only actually use it if you have an ACC. Same for Nod's nuke. Then why does the trigger in the ini file look like this? Obj=Any,Cap,0,Lose,0,0 As I said, it should be Obj=Any,Cap=Win/Des=Lose,0,None,None,0 Don't use Move To Cell. Use it like it's done in the original missions, with normal Move, using waypoints. Move To Cell has never been tested. I think there's a reason it's never used. There is an error in that trigger... it repeats for no reason (it has "1" at the end). Production should only be started once. As for your rebuilding problem, one look at your map reveals that the Advanced Power Plants (the first numbers in the [base] list, and thus the first it will try to rebuild) will have trouble getting rebuilt because you didn't leave space for their bibs. Same for pretty much ALL buildings on your map. uhh... with XCC Mixer... make a mono-track 22khz wav file, and in XCC use Copy As AUD. You can't add actual new music without editing the exe file though. You can only replace existing music. There's a WinAmp plugin that does it too, and that way is easier because it takes care of the conversion for you (I think). With XCC Editor. There's a tutorial to set up XCC Editor in the Mapping Tutorials section. Once a map is opened in XCC Editor, you can just save the map as BMP file. Then you can convert that to PNG to reduce the file size.
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good gods... too much mess in that post. I cleaned it up and only kept the stuff that's important. 1. Any missions with a number over 20 are added to the Covert Ops list. See CCManual Chapter 4: How to make your mission playable 2. Trigger names should only be up to 4 characters long, and without spaces. As you see, the Badguy EYE structure only has the first word of that trigger name now ("ADV"). 3. Same for team names, but they can be up to 8 characters 4. The Advanced Comm Center isn't capturable except in Nod mission 12. It's a special exception. There is no way to add that to your mission. 5. You have no waypoints. Add at least waypoint #26 to indicate the start position of the player's screen. 6. You have no 'Production' trigger. Without starting Production, the AI will not build any units or rebuild any structures. 7. The Nuke celltrigger is set to Badguy. Get this in your head, the "owner" of a trigger IS A RESTRICTION ON WHO CAN ACTIVATE THE TRIGGER. It has NO EFFECT on who gets the result (except for the Airstrike trigger). This means that your Nuke trigger will only work if Nod units walk on those celltriggers. 8. "Reinforcements"is a timed trigger. It should not have a celltrigger associated with it. It's either a celltrigger or a timed trigger, but not both. Celltriggers only work if the trigger cause is set to "Player Enters". 9. The format of the "ADV Comm Destroyed" trigger is all wrong. It should be "Any,Cap=Win/Des=Lose,0,None,None,0". This is a very special trigger that can ONLY be used in that format. See the ini file of Nod mission 12. But as I said, it won't work since the ACC being capturable is an exception in just that mission, which won't work in any other missions. 10. These GDI reinforcements, where do they come from? How do they arrive? If they just come from the edge of the map, You should make them move to a waypoint or they'll probably never even move onto the play field. Don't use special AI commands like "Defend Base" for player reinforcements.
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hm, that actually makes sense...
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Never really tested it, but anyway, that can only happen if the others don't have it. Everyone should use it anyway, so that point is invalid.
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Myself I have never seen the point in promoted units. How does getting a promotion make a tank do more damage?
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you can't sell it. Maybe you can make it stand-alone like APB, but EA will never allow you to make profit off their engine. It's only natural.
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about time, lol
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lol, bizarre
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You mean the texture? The actual building is a 3D model... it becomes less grainy if you zoom in...
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Did you actually see it fire twice? It might just have been burn decay. In the other case, did you do anything to provoke a second attack? [edit] Found the solution. You crossed the river to enter their base http://nyerguds.arsaneus-design.com/cncstuff/mappics/miss_cam_Nod/scb12ea.png See these cells with "ion" on them? They trigger an instant ion cannon attack, completely separate from the timed ion cannon trigger.