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kanecvr

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Everything posted by kanecvr

  1. 10x for the imput. that's just too bad... I guess I could work with the TS engine, witch, from what I can remember supports multiple c-yards... or just forgo multiplayer and use the rules.ini in scenario option. The IMAGE= string works as far as I can remember.. i've used it in one of the counterstrike addon missions to change the appearance of the tesla tank. The problem is SHP editor won't work properly for me. Maybe I don't know how to set it up... It loads .shp files just fine, but when I save and try to reopen them it gives me an "access violation" error over and over again. It's extremly buggy. thanks. I allready have your mod, it's brilliant. It's actually what game me the "boost" to create my own mod.
  2. Hello everyone. I'm trying to make a mod about how tiberium first came to earth, with a full campaing. I've been waiting for a cross-over between red alert and tiberium dawn for quite some time, and EA, the current IP holders did not deliver, so I was thinking of tanking matters into my own hands. Now inserting TD units into red alert is quite easy, but doing stuff like adding 4 sides (allies, soviet, GDI, NOD) is proving quite difficult. My idea is to have the campaign start with standard RA units and buildings, and have the 2 sides evolve into GDI and NOD. Allies into the GDI, and the Soviet remnants (after stalin's death) slowly coalece into the Brotherhood of NOD under Kane's command. For example the first allied mission would be a proving ground for the new GDI Mammoth Tank. It will take place in an old Soviet development and testing center, captured by the allies. The GDI mammoth will use the Tiberium Dawn SHP with the white launchers, while the Soviet Mammoth will remain unchanged. The objectives will be to use a GDI mammoth tank agains several units and buildings to test it, and finally against a Soviet Mammoth. I plan to make the GDI mammoth slightly tougher and a little faster (hitpoints=700 instead of hitpoints=600 and speed=6 instead of speed=5). When the player is done testing, he will discover an old soviet base, run by NOD, witch he will have to take out). At this point, the only unit difference will be GDI Mammoh for the Allies, Nod Buggy and Recon Bike for the Soviets. Soviet barracks will be the Hand of NOD and the Allies tent will be a GDI barracks. The part I need help with is: - is it possible to have 2 construction yard buildings in the Red Alert engine? Classic C&C c-yard for GDI and NOD, and RA c-yard for allies and soviet in multiplayer or skirmish? Can this work for war factories and barracks? How may I accomplish this? - i remember you could modify units for a certain scenario / mission by including a small portion of the rules.ini file in the scenario file. Is this true? Can I specify image=TDfact (name of the tiberium dawn cyard will be TD fact) inside the scenario so that only for that mission, the c-yard will look like the TD one? - what mission editor is powerful enough to let me make immersible single player maps? - is there any .SHP editor available other than OS SHP editor witch will not save my files? (crashes - access violation) Can I use the RA1 engine for this porject or will I be forced to use Tiberium Sun's engine? I would appreciate any help from you guys.
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