Jump to content

Allen508

Members
  • Posts

    1882
  • Joined

  • Last visited

Everything posted by Allen508

  1. I have seen this. Not with attacking a patrol but when I attack a building. It cause the AI to send all units that are in guard mode and patrolling units it has to defene the building. I don't know why as I have put teamtypes priority above the SuspendPriority listting found in the rules. From rules.ini/spawn.dpx SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops Also it seem that something about RAED caps the max Order list to 5 or 6 for any teamtype that will be patrolling.
  2. Allen508

    default

    Old CD (Pre Win XP) and the free ISO use C:\WESTWOOD\REDALERT.
  3. If you got the the chorno shift to work (1 time use or repating Special Weapon ) The MCV will go back to where it started if it is not deployed/destryed with in 3 minutes thanks to ChronoDuration= in the rules.ini.
  4. From my experience for you to be given a free Special Weapon you must own a building that can make a Special Weapon.
  5. Yes a RAED version that loads the jungle theater. Iran had it at GetHub but the links look to be dead. Ask him if he still has it. If he dosen't let me know and I'll upload a copy someplace. Saddly it is to large for a attachment even if 7z formated...
  6. Works now. It will be a nice add to Red Dawn at a later date. A quick hex edit to change raed.mix back to main.mix and it call up the new theaters mix-es that are already in Red Dawn 2014 main.mix. (I already did this for the Jungle, Winter and Desert RAED.exe Iran did.)
  7. I'm going to have to look at this! Looks like I may need to do some changes to it but I would be nice to add to Red Dawn. EDIT: Somthing looks to be wrong with new theater. I put the jungle.mix into into the raed.mix but when I try to load a jungle map it crashes. I'm using Theater=JUNGLE or Theater=jungle.
  8. I have no idea why Chrome would say it is unsafe. The spawn.xdp has the info for Commando. The Commando prerequisite is set for the basis Com Center as if I set it for the Adv Com Center Nod will be unable to build the Commando. Red Dawn 2014 CnC Net 5 Classic C&C Mode is done by spawnam.xdp. This adjust the prerequisite for units to disable RA1 units and change prerequisites for GDI Rocket Launcher from Com Center to Adv Com Center. (Note: spawn.xdp is rules.ini and spawnam.xdp is aftrmath.ini. Both are used for online game so changing them will make you unable to play online games with other players as your edited spawn.xdp and/or spawnam.xdp will not match theres.)
  9. Allen508

    so........

    That is a new thing I'm still geting use to so I wouldn't be too hard on him.
  10. Ships are listed as Vessel= in the Object Heap Maximums. The caps you need are to know are. 500 max for Infantry and Unit (Tanks). 100 for Aircraft (both Airplane and Helos) and Vessel (Ships). 32 max for all Factory (Con Yars, Barracks, Weapons, Factory Helipads, Airstrips, Naval Yards, Sub Pens and Dog Kennel)
  11. It is NOT disabled permanently. I played full naval map (No way of land to attacked basese.) 1 vs 1 once and hit the cap. I was Allied and he was Soviet. I made use of the cap to spam gunboats and lock him out. It dose take time for the game to know that it is now under the cap and enable buildings of things again.
  12. From the rules.ini/spawn.dpx ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). [Maximums] Players=8 ; ipx layer limits this to 8 maximum Aircraft=100 Anim=100 Building=500 Bullet=50 Factory=32 ; 32 is minimum for 8 player game Infantry=500 Overlay=1 ; special case -- only needs one Projectile=20 ; projectile types, not actual projectiles Smudge=1 ; special case -- only needs one Team=60 TeamType=60 Template=1 ; special case -- only needs one Terrain=500 ; trees and rocks TrigType=80 ; trigger types Trigger=200 ; triggers themselves Unit=500 Vessel=100 Warhead=10 ; warhead types, not actual warheads Weapon=55 ; weapon types, not actual weapons You can get over this cap some times if 2 players are building the 500th unit (tank) at the same time. Doubling the max for all units and buildings this caused the game to lag.
  13. From the rules.ini/spawn.dpx ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). [Maximums] Players=8 ; ipx layer limits this to 8 maximum Aircraft=100 Anim=100 Building=500 Bullet=50 Factory=32 ; 32 is minimum for 8 player game Infantry=500 Overlay=1 ; special case -- only needs one Projectile=20 ; projectile types, not actual projectiles Smudge=1 ; special case -- only needs one Team=60 TeamType=60 Template=1 ; special case -- only needs one Terrain=500 ; trees and rocks TrigType=80 ; trigger types Trigger=200 ; triggers themselves Unit=500 Vessel=100 Warhead=10 ; warhead types, not actual warheads Weapon=55 ; weapon types, not actual weapons
  14. It looks like the team is being reinforce off the map? If yes they need to start at a waypoint that is at the edge of the playable map or one square off of the playable map. Enter that waypoint number in the WayPoint box.
  15. You can extract them from there .mix. (or is that bag for RA2) and replace the 3 of the stock music tracks found in the score.mix. The RA2 may be in a wav format that will need to converted to .aud. You will need XCC Mixer to extract the files. For RA1 I know it is in the scores.mix and I'm going to guess the same is true for SS. For RA2 it may be in a .bag. RA2 modding was way to long ago for me to know fore sure. The RA2 may be in a wav format that will need to converted to .aud. XCC Mixer can convert wav to aud. With all 3 out and in aud format giove them the name of a stock track you don't want any more and use XCC MIX Editor to load them into the C&C95 scores.mix. C&C95 may have a music.ini added by Nyerguds but I don't know for sure. If there is that would prob be easier to add the tracks too.
  16. Are you maybe mistaken> Try change a common unit like Rifle Soldier's cost and see if the cost change works.
  17. Allen508

    so........

    I'm guessing He/She was Nod and has hidden a Stealth Tank or got a Stealth pick up for a crate.
  18. Allen508

    Tech Level

    You can try... In multiplayer each side/house is listed as Multi1 to Multi8 What you can do is make a quick test map and put in [Multi1] TechLevel=1 Now start CnCNet5 Skrimish. Set your Tech Level to max and start with no AI. If it works you sould find your self stuck at TechLevel 1.
  19. Allen508

    Tech Level

    Is there a way to lower the tech level in the map settings? For all sides/houses? I don't think so.
  20. For those looking for above talked about pic. http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=7138
  21. You can get Command & Conquer: Tiberian Dawn (C&C95) here. http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ Get the Complete No-CD game installation pack (v1.06c r3, no videos, all music included) (96.7 MB). For the videos you can get the English videos pack (479.4 MB) pack right below it. If you are looking for other languages there is a few in the Language add-ons and other languages videos are listed under the Video add-ons. For Command & Conquer: Red Alert 1 (RA1) go to. http://iran.cnc-comm.com/ra/# and click on the download box. Get Download game installer from CnC-Comm (145 MB) and Download videos installer from CnC-Comm (580 MB, includes The lost files videos) This should give you the full game for C&C95 and RA1 plus more.
  22. I don't think TS has ben on CnCNet for a year yet. The stock rules.ini should be in the TIBSUN.MIX/local.mix
  23. Mapping Discussion http://cnc-comm.com/community/index.php?board=6.0 Sounds like the place.
×
×
  • Create New...