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DarkVen9109

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Everything posted by DarkVen9109

  1. with this I guess it's finally goodbye to arda lol
  2. Hoping I could download to test out some tags even clicking the new link Iran just gave, I got this...
  3. Hmmm come to think of trying some suggestions, I'd like to see a Change House trigger and Iron Curtain at (Insert Waypoint) (Jacko already suggested the Chronoshift trigger like the ones in RA2)
  4. Are you gonna join as well Nyerguds? It would be nice to see your creativity in C&C 95.
  5. Are you guys using C# orr any programming language to test out some tags?
  6. Hmmm, nice patch for adding some new tags here. Glad to know about this one. I might re-install RA once again to test out these tags. Suggestion, make a tag tthat will allow a unit to hover.
  7. Challenge Accepted! I'm gonna make the best of Tiberian Sun singleplayer map. Too bad mods can't be associated therefore it will result to a score of 0/100. Submit to Graion Dilach to all who will take the challenge btw NO MODS or else, 0/100 will be your score. I'll bring back all the things I removed in my mod (this is the only way for me to join the campaign rather than re-installing the game or use another .ini file).
  8. Sorry for the inconvenience. I have to place this topic in this one tentatively. Anyway my friend just downloaded Tiberian Sun from your site and he is asking on how to play it windowed mode as in no need to press alt tab just to minimize.
  9. Ares expands your modding possibilities. No more no less but afaik it fixes bugs. You can ask AlexB for more info about this modding expansion tool.
  10. I see... Posted this in PPM as well I see... When will the download link be available?
  11. ahhh hooohoohoooo I see what you're trying to explain that there's such no converter that would retain its stereo sound effect for AUD files and we can't do anything about it.
  12. Allen: yea I know that. I do stay there more frequently. Nyer: but how come when I convert a .wav file that has 44100hZ it turns into mono .aud
  13. Ahh good good. I was trying to make some visualizations on how I could make my own unofficial TS patch anyway. And what I mean by visualizations by things that I need to know and what to analyze in advance stage. So far the basic patching that I know is just inserting something that is missing (i.e Mutant Woman's missing voice). By advance stage I mean the fixes I should learn in weapon logics. By the way.... do D2K+ Dune 2000 Audio Converter and Command line Aud - Wav tool turns a .AUD file into a mono compression?
  14. Nyer, I suggest that you should compile all of the .ini files in one for full modding so you won't make 1.06d anymore.
  15. Matt: where's the part 1 of the Core Concepts of Reverse Engineering? Also I'd like to know if this is somehow applicable to Tiberian Sun.
  16. Soo.... When will be the mod associated with Iran's magical patch?
  17. White has some experiences in changing Building Foundations via Arda.
  18. Ctrl +F queue then search for BuildQueueLimit thingy in rulesmd.ini
  19. ROB: ohhh I thought you used some kind of 3DSmax to make such one and finalize it in SHP Builder.
  20. This forum is standing six years straight!! Good Job Tore!
  21. Those Cameos weren't that bad anyway. Keep it up
  22. Have you ever wondered on why alliance in skirmish games are impossible? Or you were always curious on how you wish Tiberian Sun would have an alliance with an AI? Well, this tutorial will help you team up with an AI in Tiberian Sun without any chances of occuring crashes, however, there will be limitations though. 1) You can only team up with one AI. 2) You can only team up with an opposing side (GDI > Nod). GDI > GDI and Nod > Nod alliances WON'T WORK! 3) This must be enabled on all maps. First Step Open your rules.ini and hit ctrl + F [infantryTypes], then add this. [infantryTypes] 999=INFORM then this. [iNFORM] Name= Image=E1 ;should use an invisible infantry SHP here Category=Support Prerequisite=CABHUT Primary=none Crushable=no Immune=yes Insignificant=yes Strength=100 Armor=none TechLevel=1 Sight=0 Speed=5 Owner=GDI,Nod AllowedToStartInMultiplayer=no Cost=0 Points=0 PhysicalSize=1 JumpJet=yes Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} MovementZone=Fly ThreatPosed=0 ImmuneToVeins=yes Now go to the very bottom of the rules.ini file, which is the section [VariableNames] and add this. 12=GDI Exists 13=Nod Exists Once your done save it and open up your ai.ini and put this in the taskforces section. Keep in mind you have to define its entry first so... Second Step - Open up the ai.ini and copy these codes. 64=00000001-G [00000001-G] Name=Alliance Informer 0,1 INFORM Group=-1 Next is the Scriptype. [scriptTypes] 19=00000002-G 20=00000003-G [00000002-G] Name=GDI Exists 0=12,12 ; Set "GDI exists" global variable "true" 1=3,97 ; Move to waypoint 97 to get out of the way [00000003-G] Name=Nod Exists 0=12,13 ; Set "Nod exists" global variable "true" 1=3,97 ; Move to waypoint 97 to get out of the way Third Step is to go to TeamTypes section. This might get messy in this part already so HEADS UP! [TeamTypes] 394=00000004-G 395=00000005-G 396=00000006-G 397=00000007-G 398=00000008-G 399=00000009-G [00000004-G] Name=GDI set self House=GDI Priority=1 Max=1 Script=00000002-G ; Set GDI TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no [00000005-G] Name=GDI set GDI House=GDI Priority=1 Max=1 Script=00000002-G ; Set GDI TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no [00000006-G] Name=GDI set Nod House=GDI Priority=1 Max=1 Script=00000003-G ; Set Nod TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no [00000007-G] Name=Nod set self House=Nod Priority=1 Max=1 Script=00000003-G ; Set Nod TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no [00000008-G] Name=Nod set Nod House=Nod Priority=1 Max=1 Script=00000003-G ; Set Nod TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no [00000009-G] Name=Nod set GDI House=Nod Priority=1 Max=1 Script=00000002-G ; Set GDI TaskForce=00000001-G Aggressive=no AvoidThreats=no Annoyance=no Suicide=yes Whiner=no Group=-1 Reinforce=no AreTeamMembersRecruitable=no Recruiter=no LooseRecruit=no IsBaseDefense=no GuardSlower=no OnlyTargetHouseEnemy=yes Autocreate=no Prebuild=no Loadable=no OnTransOnly=no TransportsReturnOnUnload=no VeteranLevel=1 TechLevel=0 IonImmune=no Droppod=no Full=no Last but not the least, the AI Trigger Types. [AITriggerTypes] ;GDI set self 00000010-G=GDI 1,00000004-G,<all>,1,1,GAPILE,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,1,0,<none>,1,1,1 ;GDI set GDI 00000011-G=GDI 2,00000005-G,<all>,1,0,GAPILE,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,1,0,<none>,1,1,1 ;GDI set Nod 00000012-G=GDI 3,00000006-G,<all>,1,0,NAHAND,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,1,0,<none>,1,1,1 ;Nod set self 00000013-G=Nod 1,00000007-G,<all>,1,1,NAHAND,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,2,0,<none>,1,1,1 ;Nod set Nod 00000014-G=Nod 2,00000008-G,<all>,1,0,NAHAND,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,2,0,<none>,1,1,1 ;Nod set GDI 00000015-G=Nod 3,00000009-G,<all>,1,0,GAPILE,0100000003000000000000000000000000000000000000000000000000000000,5000.000000,5000.000000,5000.000000,1,0,2,0,<none>,1,1,1 Just to inform everybody in here that in general, alliances don't work at all or is impossible at all. It is only possible in Singeplayer campaigns because we don't literally know which sides will be playing in a chosen multiplayer map. Trying to ally with a faction that doesn't exist will result to a crash. Since the check itself will make the game crash, we will let the AI do this. Now, all AIs will check if they have a GDI Barracks or a Hand of Nod present in the field already and if they do, the global will be enabled. (e.g a GDI AI sees he has a Barracks) With this, we are completely sure that a GDI AI is participating in the battlefield. The same thing goes with Nod AI and if so, then we can be sure that the global event will be true and doing so, they will also check on other Ais. This is needed because we, the human players woudn't be setting any global variables. Moving on, open up your Final Sun > desired map then add this 2 triggers (one for GDI and one for Nod) just copy what is done in the picture. As for Nod just clone the trigger and change every value Fifth Step - On your Final Sun choose a best location on where do you want to send the Alliance Informers trained by the AI from their respective barracks. Using the Map Limited Access I set it on a place where it can't be reached by enemies but it's up to you where do you want to put the Waypoint and the Waypoint must be 97. Keep this in mind. Aaaaaaaaaaaaaand! Voila!!!!!!!! You can now team up with an AI! So if you have anything to point out feel free to comment Thanks to SuperJoe for a wonderful tutorial at least I have posted a tutorial before my birthday cuz tomorrow's gonna be my Birthday
  23. ROB what did you used in order to make a unit like that? 3DSMAX? Tbh I know that SHP Builder is just for finalizing and editing mistakes.
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