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Everything posted by Allen262
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Maybe YT sees the quick screen movemets you can make by scrolling as screen shake. Also can't wait to see Sov 9...
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They get some of those tanks from transports that unload them on the beaches. What I ended up doing was taking out there Ore Truck a few times tell the base on the starting land was out of money than eating up all the Ore my self. I used the Ore to build a Sub fleet to knock off the ships, A army of tanks and a small Transport fleet. Not easy at the start as the AI wil to destroy your Sub Pens unless you can bait a the ship to stay still so a V2 can take it out slowly. Once the Allied ships from your Sub Pen to the Allied base and landing zone on the island are sunk. I rushed my tanks in to the broke Allied base took out the few Allied units there than loaded the tanks on to Transport fleet and attached the just staring Allied base on the island. The Allied base on the island won't start tell you put your own troops on th island or attack the mainland base so the Allied forces on the island are small.
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Tiberian Sun campaign glitch (Rescue Tratos, GDI)
Allen262 replied to Fureviews's topic in Tiberian Sun
That is way I norm play it. Never seen this I think but TibSun was some time ago for me. -
Got that done too! Have you eaten up all of the Ore yet?
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Gosh Distant Thunder was a pain in the rear the first few times I tred to play it.
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Tiberian Sun campaign glitch (Rescue Tratos, GDI)
Allen262 replied to Fureviews's topic in Tiberian Sun
If the mission had a bug beacuse of well any thing the saved game will. A full restart will be needed. Also what version of Rescuing Tratos are you playing? This mission has a ALT. One if you take out the radar dishes first or you can play it with out taking out the radar dishes but you have a timer before Tratos is killed. -
Makes since for the Apache as the real one dose use a High Explosive for its Chain gun. Why the Guard towers use it makes no since.
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Can be done 2 ways. First by editing the rules.ini *not sure sure if rules.ini are used for CnC Net Singleplayer now* Add the below lines ABOVE [General] in the rules.ini Now add below lines BELOW [General] in the rules.ini Or use XCC to extract each mission and add the following to the missions.
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Helo hight logic is hardcoded.
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Nyerguds. The "Destroy attached building" will destroy any building that has "jeep" attached to. This inludes the other barrels. As you say death explosion damage may not be seen as "anybody" or it is just RA1 being RA1 and breaking it own rules... Wouldn't be the first time I have seen this.
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Allen, I do not know how long you have been playing Tiberian Sun, but this is not a feature of Tiberian Sun... maybe if you are on some crazy modded map. This glitch even occurs on Westwood style maps as well and was never a feature of the game originally. It is a glitch! The "Build time" of units never changed in Tiberian Sun with additional pads or war factories being built. Keep in mind, I am not talking about "Game speed" which can change the speed of the units being built. The more factories you have the faster you can build units has been a part of Command & Conquer since Tiberian Dawn.
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It's not a bug it's a feature! The more factories you have the faster you can build units.
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Nyerguds Shouldn't work like that. The barrels have the trigger attached to them (jeep) that will destroy the bridge.
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how do i get finished multiplayer map to say no cheats
Allen262 replied to Css's topic in Mapping Discussion
I think the CnC Net team should be able to whitelist maps. -
xphylum Maybe your AV deleted the CnCNetYRLauncher.exe. Using the Origin 'repair game' option won't add the CnCNetYRLauncher.exe wasn't a part of the game. It was added when you did the patch for CnC Net. Aleem77 An IP range block may be in use if CnC Net was geting SPAMed from some IPs from pakistan. I'm not on the CnC Net team but I know they have in the past had to block a large chunk of IPs because of SPAM.
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Well I don't have YR installed but you shold be able to take the Triggers and Scripts from the map by opening TOE with notepad/wordpad and finding the Triggers and Scripts. FA should be able to show you the Triggers and Scripts so you can remake them in the map if you don't want to take the Triggers and Scripts by use of copy and paste from notepad/wordpad.
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I don't know if a 'time remainig' can be done to a multiplayer map. Single player sure.
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Not sure that I see them but nice work with the tracks.
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TD and RA1 are more or less the same for making mission. The use of Base and Cell Triggers are the same for TD and RA1. XCC Tools has a mission builder for TD and RAED is the mission builder for RA1. Nyerguds talk of Base is right. All this dose is tell the AI how to build its base and in what order it should build them. Cell Triggers are used for a tigger that use Entered by... *SIDE* Text Trigger (ID num)... # is used to diplay text on the top left. The number will display the text as listed in the tutorial.ini. The stock Aftermanth tutorial.ini. has 209 lines if text.
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Is it possible to build units. More than 30 units at a time
Allen262 replied to suksawat1's topic in Red Alert 2
For nomral RA2 and YR. rules.ini is for RA2 and rulesmd.ini is for YR. Not sure what CnC Net is using for its rules. -
I never found RA1s path finding really bad. I may not always take the fastest way but is better than TS/RA2.
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:laugh: :laugh: :laugh:
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The 5 to 10 sec of play and every thing blows up is Westwood's copy protection...
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Are you trying to play single player campaigns? The memory cannot read can be from trying to play a single player campaigns when you don't have the campaigns files. Edit was done to fix spelling.
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In TS/RA2 you have to define the buildup in the art.ini with the rest of the building. ; Firestorm Gen [GAFIRE] Cameo=FSDICON ; Icon Image=GAFIRE ; No idea why WW did this Remapable=yes ; Changes to owners color Foundation=3x2 ; Building foundation Buildup=GAFIREMK ; Buildup file DemandLoadBuildup=true ;http://modenc.renegadeprojects.com/DemandLoadBuildup FreeBuildup=true ; Unknow NewTheater=yes ; Tell game to load shp from theater mix files ActiveAnim=GAFIRE_C ; Active Animation file ActiveAnimZAdjust=-100 ;up/down Adjust for Animation ActiveAnimTwo=GAFIRE_B ; Active Animation file ActiveAnimTwoZAdjust=-100 ;up/down Adjust for Animation