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Everything posted by MattAttack
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whoops, I just realized the proper grammar is 'bashing' damn 'mericun education!
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RC1985, I commend your critical thinking skills, that deceit video was impressive. I did not find it the least bit 'fucking stupid.' Maybe because I actually watched it instead of knee-jerk arm-chair bashed it.
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Okay, I finally beat it by being very meticulous. even being 'dysfunctional' as you say, I found it interesting and challenging. Now after digesting it a little more fully, I don't think this mission needs a production trigger. (unless you want certain structures rebuilt) I would create the teams from existing units on the map** and just have them patrolling in loops to avoid the attack units or attack base command just because the river separating all the forces will just lead to enemy units dumbly standing along the riverbank trying to reach your guys on the other side. Damn you tiberian dawn for always making the cpu attack the northernmost units!! Same goes for 'all to hunt' triggers with maybe the exception of when the south base is destroyed, cuz then it IS appropriate for all hell to be unleashed on your northern forces. (might make it a tad too difficult, however.) Now, let me elaborate on why I would not 'build' the units and just recruit them from the field**. You have 1 hand of Nod on each side of the river. say you have the cpu build a team of 5 minigunners or whatever. 3 will be built by 1 hand of nod.... and 2 (or 3) will be built by the other. when they try to meet up, they will be unable to reach each other and again, just dumbly stand along the river bank. That's part of the reason why I said this is kind of an advanced concept for a first map. Now that logic is slightly different for weapons factories and even MORE different for airstrips, but I'll save that for another day! Also.... Just for fun I made it so that reinforcement team (the light tank and the minigunners) worked and was dismayed when they just stopped at the first waypoint. I realized this was because the gunboat was attacking the village. Whenever a third party is attacked (either by you or the cpu) any team will just stop at their next waypoint and not continue unless their u1# is 20 or higher. It doesn't seem like this is the case in the stock missions, but I've always intended to really investigate that. But look at 'eviction notice.' A lot of stuff is set to 30! To solve this I would either ally both Nod AND Gdi with the neutral house (although I know you're probably committed to the flamers roasting that village. lol) OR set all teamtype u1 to 20 or higher (which I don't prefer if you make patrolling teams since they won't deviate their course and come after you. iirc, 15 is the best u1# for patrols which will pursue you if you attack them.) So.. In closing I'd say about 1/2 the dysfunction comes from the dysfunction of the game itself. (don't get me started on how idiotic gunboats behave) Funny, but it's having to use my brain and overcome these obstacles which keeps me interested in making TD maps instead of moving on to games that are less illogical to script, like RA1. Of course, I HATE RA1!! ** when using units on the map to make teams, keep in mind that the cpu recruits them in the order in which they are listed in the .ini file. Meaning that if your 1st team created is a patrol of the North side but the first units listed are located in the south-- riverbank dwellers again. Luckily this is one of the few things XCC doesn't re-order each time you save and stays by the order in which you place them on the map. I hope this all makes some sort of sense and doesn't just sound like the insane ramblings of a madman. Although that may very well be 50% true.. lol holy crap I use parenthesis too much
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oh yeah I also just noticed there's no production trigger, either. The cpu won't build any new units (or rebuild destroyed structures) unless there is a production trigger activated. I'd probably go with: [Trigger] Prod=time,production,0,BadGuy,none,0 at 0 time units (right at the start) badguy will start production. You can adjust the time to suit your tastes. I assume that was not on purpose and I remember the production trigger being the first roadblock I had to overcome to making missions all those years ago.. lol These criticisms are meant to be as constructive as possible; I wouldn't be as proficient at map making as I am now had I not asked the same questions. Again I'm determined to beat the mission in its current state, but I can't wait to see it reach it's full potential! I would say, however, that making a map with the '2 independent forces on each side of the river' theme is a pretty advanced concept for a first map. A good idea would be to extract 'green acres' or something to make as basic a map as possible to get the computer to do what you want it to.
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Gave it a quick go and died... gonna try it again a little later. I guess I'd underestimated the challenge. This map has a LOT of potential, though! First of all, I'd like to commend you for making a beautiful map with a coherent landscape. I probably sound like a broken record, but I can't stress enough how important that is. If someone didn't take the time to make their cliffs/shores/whatever look right, I usually lose interest in playing the map so good job! However, I had a look at the .ini and saw some errors. first of all, triggers should be no more than 4 characters long. A minor issue here; I think they should still work because the trigger names are so different, but I'd still change it to avoid any unforeseen issues. the lose trigger is: lose=all destr.,cap=win/des=lose,0,goodguy,None,0 it should be: lose=all destr.,lose,0,goodguy,None,0 cap=win/des=lose is used in nod mission 12 (and 2 among others I think) where a critical structure must be captured carefully. plain old 'lose' is all you need. another trigger is : mtkr=destroyed,reinforce.,0,none,mtks,1 unfortunately there is no teamtype 'mtks' so nothing happens when this trigger is activated also: rein=destroyed,reinforce.,0,none,top,1 again, there is no teamtype 'top' also: start=time,reinforce.,0,none,start,0 (I think this doesn't work because the owner should be 'badguy') Also, make a row of ridges just outside the border of the map with a little gap in it, otherwise the reinforcements will spawn at random places on the south edge of the map. I'm not sure, either if you can have teams of mixed units reinforced at the same time, but I'd have to test that. I don't know if it's intentional or not, but in teamtype: topattack=badguy,0,0,0,0,0,7,0,0,0,1,ltnk:1,0,0,0 the tank is given no instructions, i.e. move, attack units, etc. so it's just gonna sit there. also in teamtype: start=badguy,0,0,0,0,0,7,0,0,0,2,ltnk:1,e1:3,3,move:1,move:2,attack units:3,0,0 in the attack units instruction, the '3' signifies how many time units the team will attack, not the waypoint at which it will attack. another problem with 'attack units' is they will try to attack the northernmost enemies, unfortunately the ones they can't reach on the other side of the river. (an unfortunate fact of life in Tiberian Dawn) I'd probably go with move:1,move:2,move:3,move:2,loop:0 so they would just patrol through those waypoints and attack you when they come in range (depending on the u1#) I'd put a lot of those infantry already on the map on 'area guard' instead of 'guard'. Units set to 'area guard' are more aggressive and wont get recruited into teams either. I know that's an earful and a lot of things are broken atm, but I still enjoyed it even though I died. Now I'm determined to finish it...
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The AI is going to freak out if you attack their harvesters no matter what. With the only exception being if you were replacing mission 1 or 2 from the original campaigns (scg01ea, scb02eb, etc.) where they have more of a tendency to ignore such things. The campaigns apparently have stuff like that hardcoded into them. Interestingly enough, at that level they won't repair structures until their nearly destroyed, either. So again, the short answer is no, there's nothing you can do about that .
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oh yeah.. duh.. the most important answer to this topic is that autocreate can only be activated once (and teams will produced at 'random'), while create team can be triggered ad infinitum. (and specific teams will be created when specific conditions are met.)
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mix files are not read. However, if you just have individual map files (bin+ini) in your directory, it'll read those in the new missions menu. I always figured that is so old map packs wouldn't conflict with the maps available on cncnet.
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apparently one is for the singleplayer game and one is for cncnet. Bummer because the cncnet one works better on my laptop, however it wont load mix files and it has that stupid super fast c-17. If only they could merge the features of the cncnet one (extended sidebar, easier running on windows 8, etc) into the original.
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Tiberian Dawn - The Huge Collection (single player)
MattAttack replied to Chimas's topic in C&C Singleplayer Maps
apparently back in the day people were obsessed with Chinooks unloading mammoths. Whenever that happens, I move on to the next mission, lol...... Whenever I see mixed tech, too which is rampant in these missions. BTW, whenever I try to open one of these up in xcc or ccmap, it bugs out. What were they using when they made these missions? I run into this problem a lot with old maps like these and the ones I found on realmacmark's page. -
whoops forgot that one... XXXX, YYYY, & ZZZZ are the same as any other triggers, EXCEPT that you may get rid of them by fulfilling the 'destroy xxxx/y/z' trigger. The best example in the game would be computer airstrikes caused by a repeating XXXX trigger. Destroying the comm center is linked to 'destroy trigger xxxx.' Therefore destroying the comm center ends the airstrikes. You can use them for all kinds of other fun stuff, too. Maybe the computer will keep sending a particular team to harass you until you enter a certain cell or build a certain building or destroy a certain number of units.
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Please tell me you know about nyer's ccmanual... the building id #s are there under the 'triggers' section. just in case: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt as far as the 0,1 and 2 each type of trigger reacts differently. Just like trigger owner, it takes a lot of experimentation to see what is appropriate for each trigger. You're definitely on the right track if you're going through the WW .ini's. I can get the CY deploying to activate other triggers, just not enemy production. I'll gladly try your map! It'd be nice if I wasn't the only person making SP maps
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okay, this part first. Let's say I'm Goodguy. everytime I build a barracks, a team gets built by the enemy. Naturally, their 'production' trigger has been activated, yes? [Triggers] trig=built it,create team,15,goodguy,test,2 So, I (Goodguy) built the barracks (15). The enemy builds team 'test' (which must belong to badguy, or whatever) And the 2 at the end means every single time I build a barracks, that team gets made. Set to '0' if it only occurs once. I forget if '1' works or not. I'm pretty sure if you reveal one of your own buildings from the shroud, this counts as 'built it' also since you unfortunately can't seem to 'discover' your own stuff, I think.... This kind of stuff doesn't always work, though and much to my dismay, I cannot get the enemy to start production based on me building my CY some conflict of ownership, I think. Yeah, this stuff is all speculation. These days, I think the higher the # the higher the priority. Units from a 15 wont be drafted into a 7, but a 7 will be drafted into a 15, or something like that. When in doubt, use 20, although they won't retaliate against attack as quickly, iirc. Again, that 'link logic' bit will often fix stuff, but it's still kind of a mystery. That all sounds pretty much right, although I think autocreate kind of sucks. It seems to send out some teams every 150-200 time units or so and usually only the first 2-3 teams listed in the [teamtypes] section. It has its uses and is still worth getting going to mix it up even more. Just make sure the autocreate bit is on in the teamtype and # of teams is at least set to '1' As for the Westwood maps, they had a far greater understanding to the interplay between these variables, stuff happening on the map, and the terrain than we do. I think after 20 years or so, the campaigns are too easy and the enemy doesn't attack enough after the initial wave.
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excellent... 'create team' will recruit existing units on the map FIRST to create the team, and then when units for the team are unavailable, will build them. Keep in mind tweaking the 'u1' (as it's referred to in xcc editor) because sometimes you'll send a team off to reak havoc and then some of the units will be recruited into another team. I think the 'link logic' bit has something to do with this too. there's some kind of relationship between those two things. 'autocreate' as far as I remember, will build the teams at random (much too infrequently for my taste) and not recruit from existing units, but I may be wrong on that one. What I really like to do to randomize stuff is to link it to 'built it triggers.' i.e. everytime I build a powerplant, the enemy will send out a certain team. Cell triggers and the 'attacked' triggers are good for that too. Can't wait to try the mission!
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Wow that is just too funny XD
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I know it would require a lot of hacking, but would the N64 version of TD have some sort of 3d model to retrieve?
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Tiberian Dawn- (and probably all others) DON'T ABORT THE MISSION TO EXIT THE GAME!! Please hit the 'r' key to blow yourself up and then either spectate or leave. I hate when you're pwning someone, or more often their engi rush fails, and they just leave the game. It's really a hollow victory to have to kill the cpu controlled players to get a mission accomplished. It's considered rude, poor etiquette and I personally would rather have someone DC from me! (at least then I know I really pissed them off!) Tiberian Dawn and RA1 (also, I think) -Harvesters tend to migrate in a NW direction. Keep this in mind when you place your base in relation to the tib and where you're located on the map. If both your opponent AND the tiberium is NW of your base, your harvs will pretty much go in a straight line to their doom. Conversely, if the Tiberium is SE of your base, you have a lot less to worry about. Tiberian Dawn- Never ever ever target units with arty, as they wait so damn long to aim, its useless. Let them fire on there own or force fire (ctrl+left click) in front your enemy's path. (don't think that was mentioned, yet) Jacko: that faq is an excellent read. Good job!
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yeah they should rank people by level of a-holeness and immaturity. Now that's a ladder I'd like to see!! There is a lot of stiff competition, though.
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testify brother!! I'm already freaked out by the super fast Nod transport plane in TD. I believe in keeping the purity of these games-- I love the quirks and imperfections. I mean if I'm far west as Nod, I just adjust my strategy away from spamming buggies! If my opponent is South of me, I take his South advantage into account. I mean hell, you might as well beef up the WF, give the technician a rip gun, make silos fire nukes-- or better yet just play a crappy modern game.
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I personally have found these bugs, quirks and (dis)advantages to be a big part of c&c's everlasting charm. It adds an extra dimension you must adapt to in order to win. There have probably been close cases in the old days where exploiting these things allowed me to beat a slightly better player and motivated me to keep playing and exploring all this game still has to offer. I even take these bugs into account when making a single player mission (if you ever played 'Defend the Obelisk' where your obelisk is in the north.)
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I used to post matches on youtube until my fraps stopped working. Checki it out! http://www.youtube.com/user/MattAttackCnC95
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lol overrun II is the only time I've turned tiberium "off." One interesting thing is how South players usually have the range advantage, but this time the Harvesters dumbass NW logic may turn the tables!
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Hello everyone! Here are a couple of maps that have been sitting on my computer for almost a year. They were inspired by N3tRunn3r's map pack before he updated it last. I kind of liked how maps like 10 to 1 and Secondary Tiberium Impacts had just waaay to much tiberium. Overrun is a pretty standard map with several capturable structures. Overrun II is a little more unorthodox whereas you start on isolated mountains you can only get off of by helicopter. If you played my map Tiberium Island, you'll know what to do. I'm not claiming they're balanced and they're definitely designed to be a pain in the ass so ENJOY! (hint: good harvester management is key!) Overrun.zip