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Messiah

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Everything posted by Messiah

  1. It is weird that the Velo team is created before any autocreate/production trigger is fired... anyway, I think I'll keep it as it is, that makes the mission more unpredictable. Seems I mistakenly changed the atk1 and atk2 when I linked it. That is fixed now. That A10 team wasn't reinforceded at all. It was meant to be reinforced to destroy a nod building on the north-western island after you destroy all creatures. So player only can win when both factions are dead. (Idea by Kilkakon) Nod is intended to be the stronger faction at all, so I skipped this. Now I made two different versions of the mission: one is the original one (scg86ea), where the beasts already escaped. In the second version (scg85ea) you have to sneak into the Nod base and open the cages per hand.
  2. Hey guys, I want to use some infantry graphics from TD for my RA stuff, but the sequences of the .shp frames are different. so I could convert the .shp into multiple .pxc files and rename each single file per hand (e.g. RMBO 067.pcx to RMBO 075.pcx, RMBO 068.pcx to RMBO 076 and so on), but you can imagine that is quite a mess with more than 150 file names. Is there a way to do that easier?
  3. A nice, little fun map for 2 sides. can be played on 1vs1 up to 4vs4. Secret units are available by capturing the tech center in the middle. damned4.mpr
  4. you mean the RA aftermath map king of the hill, were you are covered by ore very soon? That won't work with TD because there is a limit on overlay tiles. thre is a disadvantage to south, they can't properly use aircraft as they were shot by the neutral sam site row. what is the reason for the infantry in the bottom left corner?
  5. Another one of my odd single player missions. The behavior of the enemy here is quite unpredictable and weird, which makes the mission pretty hard but usually not impossible. Nod has done research on tiberian creatures to use them as a kind of weapon. They used DNA samples from dinosaurs and animals and tested the effect from tiberium on it. Nod lost the control over that project and the result of the experiments escaped from the cages. As reaction, Nod locked the gates to their base. To regain control of the area, it is necessary to destroy all Nod forces and the creatures. We don't have a conyard and a headquarters in the region, last one is essential for further operations in the area. After you saved the HQ, find a way into Nod's base lead the beasts into it, so they will annihilate each other. If the biotechnical labs or some Nod forces survive the chaos, destroy them as well. 1. Free the MHQ and protect it on the way to the forepost. 2. Open the backdoor to the Nod base. 3. Free all beasts from their cages. 4. Guide the beasts into the Nod base 5. Destroy the BioLabs, all remaining Nod base and all beasts. Bonus: Conquer Nod's ConYard. Edit: Now I made two different versions of the mission: one is the original one (scg86ea), where the beasts already escaped. In the second version (scg85ea) you have to sneak into the Nod base and open the cages per hand. Actually, I prefer this version There are some issues with the scripting here which I couldn't handle. - team "datk" is created at the very beginning of the game multiple times although the trigger is timed to 155 and fires only once - also the "special" house don't have any autocreate trigger. - team "atk2" was created in earlier versions of the game but now it isn't created anymore although I didn't changed anything on trigger or teamtype - team "atk1" isn't created at all although there is a trigger - team "trcs" doesn't reinforce properly (although there is only one point where it could pop out and the house's edge is set correctly) I hate the TD team types... Maybe someone of you can look into the .ini after playing and say what's wrong here... scg86ea.INI scg86ea.BIN scg85ea.INI scg85ea.BIN
  6. Red Alert remix of my TD 3-player map, usually asymmetric and very detailed. Nevertheless it should be balanced, so every player has same amount of ore and space to build. blaze1.mpr
  7. oh, those looks nice! some of them have (According to CCWMAP) more than 1024 overlay entries or invalid terrain tiles, what may crash the preview program. my favourites are (just from looking inside) SCM16, 85 and 89.
  8. there is definitively no other rifle soldier in the map .ini or somewhere else in the system. But I also can't find house specific speed settings for [Greece] or a modified difficulty setting for [Normal], which may be used to increase the speed of that guys here, in the map ini. Probably that may be hardcoded for this mission here. (same they hardcoded the prerequisite setting for the nod stealth tank in mission 10 for C&C) surprisingly, there is [italy] TechLevel=7 wtf?
  9. seems to be a lot work to do all the .exe hackings necessary for that :engie: PS: what in Kylo Ren's name is a "Jedi Curve"? O_o
  10. in a bored moment I created a singleplayer mission out of your map! Enjoy! cmu71ea.ini
  11. Progress... A 3-mission mini-campaign beta will be released soon! TS-Discovert Operations campaign of course came in with lot of additions: New units, new terrain tiles and artwork and many more features! You'll get a team of commandoes, each has its own abilities. Until now, I removed some of the Sci-Fi Stuff (Mechs and Cyborgs) to replace them with a more traditional weaponry. Some artwork is still missing, I need some VXL artwork or somebody who is experienced in editing that! TS mapping seems to be more complicated to handle than RA 1 mapping. Is there a good tutorial for TS mapping? (binding maps to the game, how to set the FS campaign selection dialogue, edit briefing, scripting, tutorial etc)? The CUBE Commando Team consists of special trained commandos with different abilities. - Westwood: He is the strongest of that guys and carries a armor-busting rifle. High damage against tanks and infantry. - Virgin: Has her sniper rifle and a EMP-gun, which knocks out vehicles and buildings for an amount of time. - Romulus: He is using a gatling machine-gun (AA and Anti-Infantry) and a web thrower to bound hostile infantry. - Dune: She is armed with a shotgun and a bazooka. Carries C4-explosives to blow up buildings. - The Spy: Just a spy. He is cloaked and usually there is a trigger linked, when he has to enter something.
  12. It does only happen when a crusher hit the bike by the side, never when hitting frontal or from behind.
  13. Here is a map I originally created as singleplayer map and which I now redesigned as multiplayer map. It includes some special features and new units: The commando team from Discovert Operations is buildable for all players. hunger.mpr
  14. ; ROF = delay between shots [15 = 1 second at middle speed setting] I remember shp frames are 15 per second too.
  15. It is possible to replace the "attack-most-northern-unit" thing with a better attack scheme? e.g. by copying the code for "attack" or "hunt" from the RA executable to the TD exe?
  16. RA-style skirmish AI. I remember somebody here tried to implement this without success some time ago. Although there is a comment in the RA rules.ini that the deleveloppers tested the AI originally in TD, and it was hard to beat at that time.
  17. so win triggers linked to multi1-6 won't work in mp? If it is possible, the only thing probably would be: how to fire the win triggers for both houses at the same time. maybe doing it like this: If you have a side, which only owns one building/unit, you can two triggers at the same time: winner is... linked to the building whens it's destroyed and a win trigger to the side, when it is annihilated. no Idea if this would work or crash the game or whatelse . . .
  18. that's bad. so it is nearly impossible too to make coop-maps where two players has to solve a mission against a computer controlled enemy, like some RA maps. That basically means you have to blow up a load of guard towers in order to get the centre tib... the next person can harvest from it for free. IDK if that's how you want it, but just saying. no, there are only three guard towers placed at the entrances of the tib field, so every player has only to destroy one guard tower between his base and the field. not pretty a challenge, but it keeps you busy for a short moment...
  19. Imgur transformed my image into .jpg so I don't like it. Now I made the image smaller by using the RA palette so I can upload it here.
  20. Update: Visceroids are replaced with guard towers now. Didn't knew, thats different from RA. Is there a way in TD to place rogue units guarding a spot, except imprisonning them in walls?
  21. the visceroids are not put in hunt, they should stay there and guard the central tiberium field and tech center.
  22. 3-player map, usually asymmetric and very detailed. Nevertheless it should be balanced, so every player has same amount of tiberium and space to build. A RA version can be found here. Current version: 1.1 scm48ea.INI scm48ea.BIN
  23. Else use the portable version, which comes on a .zip folder. On Irans page you can select which components of your game you want to install, so the campaign (including the two addon CDs) is available as separate file too: http://iran.cnc-comm.com/ra/# unzip in your game folder.
  24. Now, after months of work and lazyness there yet is a map where you can try out the new tiles! :mammoth: Finally I'll replace the BOXES01-09 with small trees or bushes, then I have done the temperate theatre so far. some minor graphical still to fix then. http://cnc-comm.com/community/index.php?topic=5032.0
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