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Everything posted by MattAttack
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Tiberian Dawn - 5 Minute Missions (single player)
MattAttack replied to MattAttack's topic in C&C Singleplayer Maps
I suppose I owe you a few when I get the chance.. heh It'll be funny because some of them I haven't played in years and I suppose it will be karma if I made a mission super tough, got my ass kicked by my own AI and recorded it for all the world to see! (might be anticlimactic to watch a video of a guy losing though, eh) I guess I deserve it for being such a sadistic bastard sometimes... ha ha Oh and sorry I didn't see your comment on youtube I just reformatted and everything is weird. (it won't even let me reply there atm) I just hope my obs will still work when I reinstall it! -
Tiberian Dawn - 5 Minute Missions (single player)
MattAttack replied to MattAttack's topic in C&C Singleplayer Maps
well if it's possible for me to be even more impressed, go for it! (Still no champagne maybe a 40oz of Schlitz) -
Tiberian Dawn - 5 Minute Missions (single player)
MattAttack replied to MattAttack's topic in C&C Singleplayer Maps
Great work "grasshopper!" I never thought to do that.... now if you defeated all of the orcas, I'd have to mail you a bottle of champagne... (sadly not really, I couldn't afford it) -
especially if "Company of Answers' is 'air intensive'.... crap, my quotes button just broke! Seriously also check out that air-war map from Chimas' collection. And of course, my BIOLAB map is a good template, too! It purposely allleviates all that whole rigamaroll of my compicated heli scheme....
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I'm just going to remove the middleman and make the comm center my homepage..... that'll be like 50,000 less mouse clicks over the rest of my lifetime
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Well, as usual, just when I think I'm smart I realize I'm wrong. I forgot I had 3 helipads w/ apaches on the test map (to see if I could build heli after cap reached) soooooo, it turns out it's 30. (so much for all the illuminati/masonic conspiracy theories I was coming up with about #27) if you go over you get helipads with nothing on them. tested in MP (well, in a skirmish) and surprisingly enough, the cap is still 30! Bummer if you were having a 6-way air war and could only have 5 orcas/apaches apiece! Is it possible to raise limits on caps like this? I guess it's not that important if nobody has noticed yet, though.
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Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
ha ha... I thought you were totally calling me out-- I didn't realize you were referring to LKO! well at least it motivated me to FINALLY fix the errors in BIOLAB. (After I uploaded, I noticed 1 tiny misaligned cliff edge, but I'll let it go until I revise it for my TD for Pros campaign) -
excellent question. I didn't have a cy in the test map, but I'll try it later. Also want to see if this applies to MP maps, too. But if I do anything else today, I need to finish the map for Kilk's mod. Funny though, because I tested it and it works, but now I have to do the hardest thing of all for me.... make it easier! XD
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Tiberian Dawn - 5 Minute Missions (single player)
MattAttack replied to MattAttack's topic in C&C Singleplayer Maps
Without making a test of ALL unit commands I believe that any unit regardless of it's status will "hunt;" even harvesters will join in. --however-- the buggy patrolling will still proceed to it's next waypoint (if it's in the middle of its "move" command) and then it will "hunt" with the rest of his buddies -
EDIT:forgot I had 3 helipads with apaches on the map okay, RL wasn't as much of a hassle as I thought, so I tested some more. Chinooks & orcas (apaches too, I assume) count towards the unit cap. A-10s (and c-17s, I assume) do not, but will stop coming once the cap is reached. So, the magic number of how many 'living' helis you can have on a SP map? (drumroll.............) [move]IT AIN'T 27[/move] quite a pertinent number to those in the know...... 1 heli for each waypoint (so there's no conflicts, I suppose) Again, for anybody who gives a crap...
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well I'm still testing because I'm getting inconsistent results as to what the cap is (33 then 35) depending on the units involved... However whenever the enemy reinforcements stop, I build a unit and the c-17 crashes the game before it ever enters the screen. I do keep getting the same error message, though: some RL stuff came up so i'm gonna test some more later with this SP test map I made (hell, I'll just attach them if anyone wants to look) and then do a 'skirmish' and just see how many helipads I can build strangely a-10s obviously don't count towards the 'all destroyed' trigger, but I have successfully used them in the '# of units destroyed' trigger... which reminds me- There's a mission I made where you keep getting airstrikes every 2 seconds and I don't think I ever hit a cap on that. The a-10s start being a lot less consistent in frequency and they start coming from more odd angles... well just watch this video, unfortunately it's RC1985 (ha ha) so he kills it before it gets outta hand... https://youtu.be/rDB7baHqey0 air_cap.zip
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ooooh! I think I know how to prove/disprove this theory!! I shall report my findings later....
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oh good, I was worried I'd scared you off with my (complicated) explaination of how this stuff works... lol
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Tiberian Dawn - 5 Minute Missions (single player)
MattAttack replied to MattAttack's topic in C&C Singleplayer Maps
Thanks for playing them, Nyer.... it's an honor! Ha ha... indeed! Sounds like a great quote if there was a movie poster for these.. i.e. "Awful!" -The New York Times "They're plain evil, lol" -Nyerguds Can't really disagree with any of that. This one was really the end result of experimenting with triggers and teamtypes. Without the .ini's in front of me it's hard to remember the details exactly, but I learned that teamtypes can have a maximum of 17(?) commands, the u1# can go up to 35 (don't open in XCC, it'll erase teams!), and tiggers/teams moved to the top of the list tend to work more reliably. This was the start and my post about orcas leaving the screen was the sum of what I learned about helicopters/orcas. Again, I'd say that's a pretty dead on assessment. It's fun using the best qualities of a particular unit; in this case the AI orcas' area guard radius and their ability to resume attack after reloading. But mostly I like this one because it runs like a fuckin clock and I'm really considering including it in the "TD for Pros" campaign. Ah yes, I made a video of it.. (spoiler alert) https://youtu.be/OtQHTHfM7Ac Yep... I can beat all of these with ease (because I designed them and know them in and out) with the exception of this one. I tried to purposely make it suicide if you just click where the flare is. Whenever this one starts frustrating me, I use the same (slight)cheese tactic of baiting with the APC, so good job! The first one I made. The first appearance of my (perhaps overrused ) trio of commandos chasing you. This was the prototype for my "TD for pros" scg4ea mission "Marathon." This is also where I learned that hovercraft can activate celltriggers which can be INCREDIBLY useful for dead on timing of stuff. Yeah, I was just being a little silly when I came up with this one. Interesting to fool around with getting the chinook to landway further than normal just by clicking on parts of the shroud edge. Finding the pplants is critical to your success. And I'll address Chimas's old comment here too... Unfortunately this won't work because you can only do that if you reinforce the gunboats and reinforced gunboats won't attack ANYTHING..... no matter what you try. but a good suggestion, nonetheless Yeah, it's really annoying how stupid gunboats are. It seems they are in "hunt" mode no matter what unit command you give them. And I'm glad to see I'm not the only one who tries all this stuff in c&c missions. Ah, my trio of commandos again... If it was annoying then MISSION ACCOMPLISHED! lol. My first foray into the 'evac civi' trigger as well. I know the mission so well back and front, I'm pretty sure I've killed the 3 commandos--- I don't want to give away how. (I better try it again and make sure I didn't just dream that..lol) Moebius (and any player controlled civi unit) can be selected anywhere under the shroud by click+dragging where you know they are. Hence my prison guard strategy. Again going from my foggy memory, the commandos are set to 'sticky' and all around Moebius are XXXX triggers for "all to hunt.' Therefore if you try to cheese moebius out too soon, whammo! he gets sniped. And the 'destroy X' is killing the commandos. I also think there's the XXXX trigger on the bridge to the north so if you try to cheat and clear the way in advance, he gets killed. ...And that's probably only half of the stuff I learned by making these! (again it's all a bit foggy without the .ini's in front of me. Thanks for playing and thanks for the in-depth analysis -
a-10's=no.... Chinooks=I don't think so but I can't exactly recall right now.... Orcas/apaches=definitely... either way they all count towards the cap limit of air units... I think even c-17s which is (I suspect) why airstrips will sometimes stop delivering units even though there's no other apparent reason for them to stop...
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How the hell... O_o Well Nyer you might be one of the few who has a chance of understanding my gibberish.... Ever notice when you see a computer's chinook coming and you know where it's going to land so you move your unit onto that spot and it keeps drifting past instead of looking for another spot to land? That is the basic principle working here. It is just a little more complex, though... For the example let's just say it is 1 attacking air unit. please forgive the shitty diagram, I just restored and I can't find my photoshop disk. And I tried to color code for any laymen out there, because some of this shit is hard to grasp.. (even for me) [glow=red,2,300]step 1>[/glow]heli is reinforced by a trigger and it's first command is [glow=red,2,300]move:1[/glow] (I like to keep this in a spot that will be unrevealed shroud because the heli lands for a second) [glow=blue,2,300]step 2>[/glow]the next command is [glow=blue,2,400][shadow=blue,left]attack base/units:X[/shadow][/glow] (X depends on the distance, because I don't want an orca that's expended all it's missles to continue to hover like a derp) [glow=red,2,300]step 3>[/glow]simple... [glow=red,2,300]move:2[/glow]. [glow=green,2,300]step 4>[/glow]where the magic happens... the next command is move:3 ----but since waypoint 3 is over impassable terrain, the unit doesn't even bother to head that direction and [glow=green,2,300]drifts away along the same trajectory[/glow] and "off the map." Not really "off," so if your win trigger is "all destroyed," you're out of luck, pal..... I make it a little more complex than it needs to be, but I like the effect to come off flawlessly. You could really eliminate step 1, but with the randomness at which air units spawn along the map, I like to wrap it up with a neat little bow.... In fact, you can use waypoint 1 for both steps 1 & 3, I just figured this would be easier to illustrate. please note, in the video there are 3 helicopters. They are actually 3 teams of 1 heli each going to 3 different waypoints (at steps>1&3) because multiple helis won't follow a flight plan. (they won't share the waypoints) But the last waypoint can be common among them. in case anybody gave a crap... and yes, apparently I'm crazy
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Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
yeah... no such thing as bad publicity.. eh? At least there's people here talking about TD more on the forums instead of every post here being "help! my yuri's revenge doesn't work" ha ha -
Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
done. I just wanted to kiss my 168 downloads goodbye. (wipes tear) -
Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
touché, my friend. Just fixed the .bin, although I plan on revisiting the .ini someday to make the GDI base worth destroying and maybe making it Nod mission 9 of my campaign. And RC I regret to inform you this can't be speedran in it's current state, you just gotta survive until the GDI scientist arrives. But everybody else DL it and rip it apart! BIOLAB DOWNLOAD And naturally if you find any bugs or think it sucks let me know-- I appreciate any kind of feedback! EDIT: Oh, I just realized you might have been talking about LKO's biolabs in this mission... derp a derp a doo!! -
Bastard, yes... Magnificent, not quite but thanks! here's the vid if you didn't see it Nyer: https://youtu.be/QJx6bM5Cv4c but what I'm most proud of is getting helicopters to attack you and appear to fly off the screen!! (watch 2:40-3:00) Although, upon trying this in another map where you get bombarded by hordes of Orca's it appears there is a definite unit cap on air units. I guess when they 'fly off the screen,' they're still there so eventually the air reinforcements stop coming and you can't even BUILD helicopters at that point. 'all destroyed' is kind of f'd then too... Still, I'm determined to find a workaround as always! (and I don't want to use multiple houses-- I'm obsessive about the kill count being exact!)
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Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
Don't get so defensive, Chimas, he did say "nevertheless, it was good fun." Let me say that I above anybody else is most in debt to LKO and all the pioneering discoveries he made. (Particularly the u1#) Without his discoveries and a whole lot of help from Nyer and you I wouldn't have stuck to this. HOWEVER-- being someone who obsessively tests his missions to be as consistent and as close to perfection as possible, can understand a lot of the issues RC brings up. That helicopter is pretty crucial to the mission, but that's not even the issue here. The win trigger is 'Badguy all destroyed' yet if you destroy the biolab you lose. the biolab is uncapturable (although that can be fixed via 1.06) so it's impossible to win. It's a legitimate gripe and I know I'd be pissed if I spent all that time playing the mission only to realize it was unwinnable. I know it's an inhuman task to try and fix all 600+ missions but these criticisms are fair and you asked for people to report bugs. If anybody finds glaring errors in my missions PLEASE LET ME KNOW!! I learn from them have a nice day! -
Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
I watched the video (very entertaining, as always!) and I saw your comment about the chinook not landing. I used to have that very frustrating problem, so I looked at the scripting. In the .ini the teamtype for the chinook reinforcement is: heli1=GoodGuy,0,0,[glow=green,2,300]0[/glow],0,0,[glow=red,2,300]7[/glow],0,0,0,3,TRAN:1,E6:4,RMBO:1,2,Move:[glow=blue,2,300]17[/glow],Unload:[glow=blue,2,300]17[/glow],0,0 first note the commands: Move:[glow=blue,2,300]17[/glow],Unload:[glow=blue,2,300]17[/glow],0,0 if you happen to be standing on the waypoint [glow=blue,2,300]17[/glow], I don't believe the chopper will even appear onscreen. You may hear "reinforcements have arrived," but nada.... also I see the u1# (as it's referred to in xcc) is set to [glow=red,2,300]7[/glow] which I have found to be too low in a lot of cases if there's a lot of carnage on the screen. for player reinforced choppers, I prefer [glow=red,2,300]30[/glow]. If you do this, they will hover until the waypoint is free. and this is one of the few instances where I apply 'force move' just to make sure. thats the green [glow=green,2,300]0[/glow] meaning in this team, it's set to off. so, I'd make the team: heli1=GoodGuy,0,0,[glow=green,2,300]1[/glow],0,0,[glow=red,2,300]30[/glow],0,0,0,3,TRAN:1,E6:4,RMBO:1,2,Move:[glow=blue,2,300]17[/glow],Unload:[glow=blue,2,300]17[/glow],0,0 and sometimes I move the waypoint ([glow=blue,2,300]17[/glow]) to an area less likely to have 50 tanks rolling over it. Note that you can set enemy choppers to this, too but the force move and the u1# will affect the behavior of any units they offload. These settings are perfect for enemy engineers, though. if anybody cares... lol **EDIT: I was looking at the original download here in the singleplayer missions section, not the huge collection. However, I don't think Chimas edited this anyways but just in case! -
Command & Conquer: Dawn of Tomorrow teaser thread
MattAttack replied to Kilkakon's topic in Modding Discussion
Oh I know... I was just bustin chops! Looking up that picture on Wikipedia I started reading a pretty interesting article about it. Apparently evidence suggests the Romans and other ancients rode their horses on the left side because of the convenience If you had to draw your sword and hack a dude coming the opposite way..... (among other things) -
Lobby game keeps failing to launch no matter what I do
MattAttack replied to TheRev's topic in C&C 1
are you in same location? A quick fix would be multiplayer->network game... I'm pretty sure that still works