
Jeod
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Everything posted by Jeod
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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
There is Nod in the mission. Here's the briefing. [bRIEFING] 1=The spy's documents indicate Nod knew we would try to occupy this area. 2=They've bargained with the civilians; Nod offers "protection" in exchange for 3=money. Perhaps their funds are running low. Remove Nod, but don't allow any 4=civilians to die. Nod may disguise their men as GDI so the civilians continue to 5=bargain with them. -
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
Oops. It's perfect now! On to the next one...does the Attack Civ command work for teamtypes? I can't seem to make Special attack civilians. (Nod troops disguised as GDI troops, reason for Special house) -
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
Nyerguds, setting that value to 0 means the team is never created. I tested that and nothing happened, none of the minigunners moved. -
I know that. I installed 1.06b first, then 1.06c, then the hotfix. But what I didn't know was that I could do all that on top of the original TFD install.
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Nah I wiped the original folder and installed 1.06c. I didn't know I could install over it.
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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
But if I put in a minigunner for Nod, won't that make a NEW minigunner instead of recruiting the one already on the map? The civ teamtype is for the neutral person the spy is meeting with The timer isn't working. They start moving as soon as the mission starts, when they should move only after 2 minutes. Why? -
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
Hey Nyerguds, I have all aspects of my mission working except the move command. I've uploaded my ini file, have a look. EDITL I see one of my lose triggers was messed up due to ccmap's exporting. *sigh* I hate that POS sometimes... CC1_Espionage.zip -
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
Nope. It might have been a campaign mission and therefore a special exception, like the mission where you can capture an advanced comm center in a Nod mission. But I can't remember. -
I have The First Decade. I thought I wouldn't need it anyway. Why on earth would you not include the movies? At least make it an option in your next installer!
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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
I distinctly remember a trigger where if a transport was on the cell the unit moving to that cell would load into the transport. Maybe that was the apc? -
I'm missing the videos for Tiberian Dawn after patching to 1.06c r1 and using ddraw.dll. Where can I get them again?
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Well, on a google search I found a reference to change the links in that file. Could be wrong though, been a while since I messed around on SMF. Another solution would be to find a mod that adds a form to registration. Then you could ask the question "Who first released C&C?" and the answer would be "Westwood Studios". Bots don't have the intelligence to read that. EDIT: Like this. http://custom.simplemachines.org/mods/index.php?mod=1516
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It's all in your settings.php file. If you want, sent it to me in a PM and I'll do the modifications, and even show you were I made changes.
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This is all I can suggest to deal with the botspam: 1. Upgrade to SMF 2.x series 2. Change the action=register and action=login sections of your php script so it does not read action=register and action=login. Bots look for these things when they do stuff. Simply changing it to something like action=usrrg and action=usrlgn will stop the bots from registering and logging in.
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But doesn't your 1.06c have an option to disable the score screen?
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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
Yeah, I thought he would enter the chinook if the vehicle was on the cell he was supposed to move to. I need some way to get him off the map. (It's a "kill the spy" mission, and you have two minigunners who must kill him before he leaves the map; the spy is a Nod minigunner, the only one of his type on the map (unless you count the GDI minigunners)) -
I have a mission where, after 2 minutes, a Nod unit should move to a certain waypoint. This unit is already on the map when the mission starts. He is to move to the same waypoint where a Chinook will be at the 2 minute mark, so the unit will board the transport. I've looked through the triggers and cannot figure out a way to make an existing unit move to a waypoint.
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Whoa, WHAT!? I did not know the ally system worked like that. You can give your mate your harvesters...? Sweet! Hey Nyerguds, would you mind making the purchase bar stretch to the bottom of your screen like Tiberian Sun does?
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I know about 1.04. That's why I named this Revision 5 and not 1.04, since you'd include more fixes with 1.04 instead of just compiling all these addons together. By the way, alt-tabbing in games is a DirectX feature. Yuri's Revenge might use a version of DX8 that's incompatible with later operating systems. Thought it might be worth looking into for your 1.04 patch. EDIT: Just checked again and it's a result of the 1.03 R4 patch. I used this one, R5, and I can alt-tab out of it perfectly.
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Made it myself ^_^ In need of a few people to test it... Command and Conquer: The First Decade 1.03 Revision 5 Patch Notes -Updates C&C95 to 1.06c -Updates RA95 to 3.03 -Fixes RA95 ant missions and patches main.mix -Adds Start Menu shortcuts, fixes some registry errors -Adds color fix to C&C95 and RA95 -Updates Renegade with Core Patch 2 and Scripts 3.4.4 -Adds a WOL fix -Fixes Tiberian Sun videos -Adds no-cd/no-dvd patches to Tiberian Sun, Generals, and Zero Hour OPTIONAL -Adds ddraw.dll to C&C95 and RA95 to enable window mode -Installs Renegade Resurrection -Installs C&C95 Map Editor -Adds savegames for C&C95 and RA95 If you have any problems after this patch, refer to: http://forums.commandandconquer.com/jforum/posts/list/345.page Simply install to your desktop and then run the exe. It will do everything for you. Download Part 1 Download Part 2 Nyerguds, if you know how to make this patch a lot smaller and easier, please make it so! I lack the skills to make a proper one.
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How do I use C&C95's 1.06c winter terrain in ccmap?
Jeod replied to Jeod's topic in Mapping Discussion
Cuz I don't want to replace the Jurassic campaign missions and the manual didn't mention anywhere how to load a new mix file as a covert operations addon campaign. And my question on crates remains unanswered. -
How do I use C&C95's 1.06c winter terrain in ccmap?
Jeod replied to Jeod's topic in Mapping Discussion
Okay, I get that. The last thing I wanna know is crates. ccmap has two kinds: brown (money) and gray (unknown what it does). Rules.ini does not have an option to change crate prizes by default. How can I change the crates so that the gray crate offers a health bonus instead of whatever it does now? EDIT: In the modname.ini file, what do I need to put? I get a reference memory error even with it in the mix file. My mod is simply a replacement of the Jurrasic Park Campaign item, and doesn't replace anything in the game itself. Just has new missions. All I have in the ini file right now is this: [settings] Language=Eng -
How do I use C&C95's 1.06c winter terrain in ccmap?
Jeod replied to Jeod's topic in Mapping Discussion
I know how to make a .mix file, but is that how he did it? Just put the funpark maps in a .mix and named it appropriately? -
How do I use C&C95's 1.06c winter terrain in ccmap?
Jeod replied to Jeod's topic in Mapping Discussion
That did work, thanks pichorra! Now my next question: How do I package a bunch of maps to play in succession like Nyerguds did with the dinosaur campaign? -
I downloaded it again thinking it would be updated, but sadly I still can't access the winter terrain tiles. So how do I make winter maps?