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Everything posted by Nyerguds
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Ah, heh. Well mine was really only ever meant to handle configuration files, and I specifically designed it for modifying ini files without rewriting them, to preserve comments and such, so for read-only operations it's ridiculously overengineered anyway.
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People still use WinXP? :O
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Oh, right, the preview generating, lol. That too. At least that should only happen once.
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Tiberian Dawn - The Scavenger's Revenge
Nyerguds replied to Messiah's topic in C&C Singleplayer Maps
The original missions' A10 teams don't even bother giving any commands, actually. They're just a10s=GoodGuy,1,0,0,0,0,7,0,0,0,1,A10:2,0,0,0 -
This is actually not true. I've seen some threads on StackOverflow on "how to detect if you're inside a VM", and one of the things that popped up there is that some functions of some programs simply fail when ran from VM for some reason. This is definitely not intentional; the cncnet people have no reason to block something like that.
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That's because they use my ini reader, which reads and sorts out the entire content of an ini file when opening it, which is actually kind of inefficient if it's just used to just extract the name and map dimensions and such. So, for reading about 3000 YR maps... yeah, that could take a while
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Oh, and no, TD has no such things as in-mission rules. All its rules are in the exe file, and only in the exe file, except for the music, for which I programmed an ini reading system into the game by hacking the exe.
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That stuff shouldn't crash the map. I think you must've made some other mistake. Using Neutral is a bad idea in general though, since all their buildings will spawn civilians when destroyed, and they will relentlessly keep building civilians if they have the means to produce infantry. What do you mean with "off the map" though? C&C1 ignores objects off the map and never spawns them in the actual game, as far as I know. Also, are you sure a map with inaccessible enemies can actually be won? The "99,999 credits" seems like it could be a problem, though. There's no such thing. The amount in the ini file is multiplied by 100, so you probably gave them 9,999,900 credits. I wouldn't advice anything over 2mil, since you start reaching the limits of a 32-bit integer at that point. TL;DR: you probably gave them negative money and corrupted some other data around that place in the process.
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You don't need to defend the MHQ. Just reinforce it from the top edge of the map at the moment the timer passes, and pave that entire little place with celltriggers that cause the airstrike that takes it out. Clean and simple. For the record, in the 1.06c r2 patch, any waypoints above 11 will not be used as potential start locations, so they can be used for scripting like that reinforcing. I know I did tests with house dependency of triggers, and I concluded from that that "player enters" celltriggers can only be triggered by the house set in the trigger, so players can't even sabotage that by triggering the celltriggers first. (and all that would do is remove the kill mechanism and leave them stuck with the defenses)
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Tiberian Dawn - The Scavenger's Revenge
Nyerguds replied to Messiah's topic in C&C Singleplayer Maps
Haven't played yet, but, some remarks: -You can add line breaks in your briefings, y'know. Just put ## at the end of a line to add a break. -"Free all beasts from its cages." - their cages -I'm fairly sure "autocreate", like "production", is an all-houses trigger... as I remarked a couple of times before, the house in the trigger is generally the house that triggers it, not the house that gets the effect. -Team "A10": I sincerely doubt you can give commands to A10 teams. They just strike the most northern target. -Team "datk": Put the number behind "15" to 0. That might help. This number is the production multiplier. As far as I know it should be 0 unless the teams should be built in a factory. In fact, this is the only team of its kind where you used "0,0,0,0,0,15,1,0,0" instead of "0,0,0,0,0,7,0,0,0". -Team "atk2" is linked to an "Attacked" trigger which isn't linked to any unit or building, so obviously it'll never be created. -Team "atk1" is linked to a "Player Enters" trigger, but the trigger is linked to a bike. Last I checked, players can't "enter" bikes -Team "trcs" (odd name for a team of raptors, btw): I suggest making the hole in the east side smaller; 3 cells or so. That usually helps the reinforcements get out right. On a related note, the number in the teams behind any non-move command (like "Guard" and "Attack Base") is the time before it loops back to the first command, so you might want to either specifically loop the teamtype on the last command, or put that last command's time to "99". I'd go with looping, personally. (Side note to my side note: in case you don't know... The "loop" instruction does not cause looping, it prevents it. All teams loop by nature. "loop:N" causes the first N instructions to be left out of the loop. The "loop" action should be at the end of the list of actions.) -
So what if a player manages to rushes to the MHQ? A good workaround for that is to reinforce both the MHQ and its death squad only at the time the defenses should go down. I assume it's an A-10 strike here... meaning you can just make a celltrigger at the location the MHQ ends up.
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If I recall correctly they incorporated the port forwarding stuff into the cncnet client at some point, and the tool was removed then so people wouldn't mess it up by changing it manually.
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Problems with Yuri/ RA2 CNCnet launcher, appears to look for tiberian sun game?
Nyerguds replied to Razendsnel's question in Support
Is it possible the tool is simply still called that internally? -
Just name it "SCM##EA(.bin/.ini)" (with ## a number) and test it through the game's network mode. Check the cc95v106c_r3_en.rtf file in the game folder on how to play a map in Sandbox mode. That said, I have no idea if flares even work in multiplayer.
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It was a Nod mission, so, minigunners and flamethrowers, and an APC later on if you messed up.
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well, you can't put triggers on destroying barbwire, if that's what you mean.
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lol, is that a barbwire "pipeline" from the lab up the cliffs? Nifty idea
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Having a lot of trouble with enemy teams for CNC 95
Nyerguds replied to Pooflinger630's topic in Mapping Discussion
I don't actually play online though, lol. -
Which game?
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Well, I once made an indoor mission just using walls. The trick is to not give the player units that can destroy them
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Doctor Moebius is the Damsel in Distress of C&C1, lol. Always getting captured, threatened, assaulted. Zelda and Peach ain't got nothing on this guy
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Having a lot of trouble with enemy teams for CNC 95
Nyerguds replied to Pooflinger630's topic in Mapping Discussion
Function: TeamClass::Recruit Instruction: call dword ptr [ecx] So yeah, not sure what else to say about that. It would suggest an error in your teamtype, though. -
Depends on whether that's hardcoded or actually taken from the unit...
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You save an amazing $25 when building and selling a SAM instead of just training 4 minigunners in your Hand of Nod! Wow! I guess it just compensates for those >1000 ones rounding down
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You do realize that's true for all buildings, right? The general philosophy behind the sell logic is that you get half of it back in money and the other half in personnel. The only buildings on which this doesn't apply are those which cost more than 1000 since only 5 minigunners can spawn, and for the CY they made a special logic even there to compensate that a bit.