
Jeod
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Everything posted by Jeod
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I didn't know this was still a 'popular' thing. It's winter break and I'm halfway done with my junior year of college. Busy, busy. I just happened to find these missions still in my C&C95 folder. I'll have a look over them later and see if I can finish this. (I'll also have to see if ol' Nyerguds has made any new toys to play with...)
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Thanks, I noticed the APCs GDI made wouldn't store any units. I'll probably reinforce them using chinooks. But that's not an error really, since I don't use the unload command for their teamtype. The problem right now is that GDI's teams don't make it to my base. Sometimes they don't even move to their next waypoint.
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As said, it's a beta map. No briefing planned yet. I'm not too worried about author lines, either. Nice tip on the chinooks, but since the other method already words I'll go with that. And, for the "20" method, I'd want them to stop and attack anything the player has going to their base.
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Beta test this mission and find out why C&C95 pathfinding sucks. I probably made an error somewhere in the teamtype commands. scb45ea.zip
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I dunno, it still looks too bright to me. Might just be me though.
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That lime green is way too bright to blend with the other tiles.
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Had to put the map in the same directory as ccmap. :/
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I don't know why, but in CCWMap (the one from the downloads section on this site) I cannot load any singleplayer missions (but scg02ea.ini worked) or any missions I create that have the DESERT/WINTER terrain set. When I change the terrtain type to TEMPERATE, the file loads, but the map becomes messed up. Why is this happening? When I used this before (last year) I was able to load everything perfectly.
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Perhaps not. In fact, even Kane may not agree with the alternate timeline. But that's the only hint I'm giving for my plans.
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Interesting, that explains why I'm not seeing any triggers for sleeping buildings in scg05. Thanks!
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Decided to forego Egypt, leaving the mission spread at 6 Nod, 6 GDI. Here's a teaser of the second mission: http://oi61.tinypic.com/rh0kxw.jpg http://oi60.tinypic.com/svp5ig.jpg "You made it through, good. Unfortunately we could only send you a single MCV, but that may be the only catalyst you need. GDI is about to seize control of Estonia. Quietly build a new base on the opposite end of the shore, and wipe out those scoundrels. In the name of Kane!" In this mission, GDI still gets hovercraft reinforcements, and your build level is so low that you can't build beyond a Comm Center or Engineer. It's a tough mission, especially with the teams GDI creates. Patience is key.
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I know that will show if it works or not, but why? What does the 1 do? Also, random question, what makes a base "sleep" until it's discovered? (e.g. Must find old base)
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From what I gather, Nod took over Egypt before GDI invaded Europe. I was going to have Nod defend their position in Egypt first, but an alternative is to have the player show up in the middle of GDI 02 and defend the base that's being blown to bits. GDI's reaction to a sudden Nod presence like that would probably mean a focus on invading from the east, through Ukraine. Thus, Nod Mission 4 (which could become 3). Dr. Mobius is a critical plot device who will lead GDI to discover Nod's hand in this alternate timeline, and the second half of the campaign would shift to a GDI perspective of undoing the damage. The final mission would be a reverse of Nod Mission 1, where GDI must destroy the technology center within 20 minutes and prevent Nod from even using their time machine. (The mission before the final would be GDI taking control of Nod's time machine from within the alternate timeline and jumping to the original timeline just before Nod uses the time machine). Again, I'm not asking for plot detail analysis here. I want to know what kind of missions you'd want to play. Traditional Base vs Base? Convoy? Commando only? Any special triggers you'd like to see?
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Yes, pretty much. Since the briefing window doesn't give a lot of room for plot development, I can't put in too much detail. I'm having to do a lot of research on the First Tib War. As a kid I never paid attention to the plot; I just wanted to blow stuff up.
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Thanks Chimas, I have read the manual and the guide. They really should be updated to reflect the new research though. Here are the updated commands: Everything is working correctly now, except that the AI will still build minigunners and grenadiers (CRT1 teamtype) that stay at their barracks. Is this due to the autocreate trigger? I'm still a tad unclear on how that works.
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Hello, I'm designing a mini-campaign for TD that will have twelve missions. Right now it's 7 Nod, 5 GDI, but it could be changed to 6/6 depending on plot development. But plot development isn't what I'm asking about. I want to know what kinds of things you want in a mini-campaign. What would make you want to play it? What are your favorite types of missions? Have a look at the missions outline below and please reply with what you envision when you think about the mission summary. I also attached the first mission in this campaign. It's nearly complete, save for one or two bugs. Hey Tore, any way to add a spoilers tag to the forums? Makes adding long stuff like below easier, as it's collapsible then. Time_Warp.zip
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I didn't think I'd need to set a House parameter for the win trigger since it shouldn't matter what House the player is. I saw in CCMap I needed to tick "X Key", whatever that is, for the A10s. Wonder if I can do that for the Orcas too.
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Okay I have another question, is it possible to set a timer for the win condition? I have a trigger marked for 240 (20 minutes) and Win. Will that work? (I suppose I could have set a shorter interval and tested it then, but meh) Better yet, let's play find out what's wrong with Jeod. Here are the relevant ini sections: All of the reinforcements work except for the A10s and the engineers. Is that the proper way of giving GDI AI an airstrike? With the engineers, once the apc is destroyed they just sit there. I want them to try to capture buildings. With the created teams, sometimes the team is created but the team will NOT attack my base. And finally, the win condition of course. EDIT: I just noticed that the commando is listed as a reinforcement. But he's built from the barracks in the map. Why? The triggers are set correctly for the team, so..
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Ok cool, and as it turns out pausing the game after typing that in DOES remove the shroud.
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Hey Nygerguds, is it possible to put a FogOfWar boolean in the map ini file to turn it on or off? It'd be great for testing purposes!
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I recently got application errors and found that it was due to a teamtype having no owner yet being built in a trigger. The game attempted to have the AI create a unit with no owner, which caused a memory overload (could not be read from).
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What is the best way to set a primary building for an AI and can specific teamtypes be set to only build out of a certain building? I know the final GDI mission had a Nod outpost with a HoN that makes units, but I don't have access to the .ini file for verification of how this was made. (EDIT: Mission I'm thinking of is scg15eb)
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Not hard, just time consuming
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You can find all these in general.mix, sc-000.mix, and sc-001.mix and extract them using XCC Mixer. But to make life easier, I did that and attached the .zip file here! This zip file has every original GDI Campaign mission, Nod Campaign mission, Covert Ops mission, and the Jurassic missions. It does NOT include the multiplayer maps. Original_Missions.zip
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How to make an AI unit move to a waypoint after a set amount of time?
Jeod replied to Jeod's topic in Mapping Discussion
True, though they could be anywhere on the map. It's all relative. Nyerguds, is it possible to change that code so teams attack a randomly selected unit instead of a set one? I'll have to test that scg04wb mission...