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Messiah

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Everything posted by Messiah

  1. In RA ini settings aren't saved in the savegame, they are read from the map file again if you load a savegame.
  2. Funky, it is possible to create a similar tag for single player maps too? I have some missions with GNRL and the chinook where I absolutely could need it!
  3. It is possible to cloak specified preplaced buildings in a map, but its even compilcated... 1. Place a silver crate next to the building. Set the SilverCrate tag to Cloak in your map's ini. Maybe increase the range of the crate effect. 2. Place one waypoint under the crate and another waypoint 2 cells beside the crate. 3. Choose a unused house, ally it to the buildings' owner house. PlayerControl must be =yes for that house or the civilian won't pick up the crate. 4. Place the civilian on the map, on the waypoint beside the crate. 5. Make a teamtype with the civilian moving to the waypoint under the crate and then leaving the map. 6. Add a trigger to create the team. 7. If necessary, add Bib=no for your structure. I have made a mission where I cloaked an entire base on this way.
  4. It's for temperate. For adding this to the jungle theater, ask Tschokky. I would appreciate it. Nah, I like it. In some mods like Red Dawn it wouldn't be anachronistical anymore. Anyway, that structure isn't very special. Buy some planks from Ikea and mount a browning on it, you'll have a guard tower. Then fire a bazooka and it will look like on the picture :laugh:
  5. you can send me your map via PM
  6. The Edwin can make missions now? I knew it doesn't support units etc.
  7. I've two problems with a mission. The game crashes when a train bridge is destroyed and the train tries to cross this bridge. The game crashes when Ion Storm initializes. That only happens if radar screen is available. map can be found here. http://cnc-comm.com/community/index.php?topic=3354.msg23743#msg23743 Maybe you can look for the problem there.
  8. Exactly that's where I took my inspirations from Stuff can be played now: A testmap + theater here: A mission Unseen in the Mirror (pics shown below) is included to the discovert ops campaign now. terrain4.mpr temperat.mix
  9. Looks cool. I had the same idea so far. also did some tries with the road to make it look a little bit different than in other theaters. maybe we could create a new cliff set too.
  10. Messiah

    [RA] Crash dmp

    This crash just appears randomly in early game in one of my missions. No idea what causes this - sometimes it happens, sometimes not. :roll: ra95crash_wtf.dmp
  11. awesome stuff. I would add more contour to the clear tile, eg little stones, small erosion marks etc to have a rough grainy surface like in dune 2k.
  12. I'm gimping again. Working on a dam, a graveyard and some more natural looking river tiles:
  13. Never tried it this way - it was thought to sacrifice one engineer to the flame tank while the other guys can enter the helicopter during this time. I did this in a first try, but the MCV appeared random at the edge of the map - behind a cliff or something else. Reinforces in TD are a mess... Was the Conyard attacked before you solved the commando part? I'm curious for the other maps.
  14. I'm busy with projects for work&university at the moment which has priority so I don't have time to build something by myself in the next days. (but be sure I'll become active again when this is done!)
  15. Random maps aren't saved as map files, only the presets are saved inside the game folder. btw, is there a way to extract/save the complete maps?
  16. I never understood that they used complete different file formats for the game, e.g. a code based scripting instead of .ini files for maps and rules. So you can't import files from the original games to openra and vice versa.
  17. Messiah

    Rushing

    Funky, I wouldn't sign this. I think the real idea behind c&c/ra are games where you didn't have enough ore/money to create large armies and where any loss of units could result in a critical disadvantage. so tactics and strategic skills become more important than simple rushes.
  18. No, I just had to set in Directories the "Data" folder to the XCC folder too. Now it runs (more or less stable) with the dawn of tomorrow mod. For any weird reason, the templates of the modded winter theater aren't shown anymore since XCC Editor crashed and I restarted. while the modded desert and temperate theaters and the new structures as well still are shown. O_o
  19. I tried to set up this XCC Editor for the Dawn of Tomorrow mod. After following your instructions I just get a "Data Load Failed" window when starting the program. It isn't a problem of DoT, the same window appears when I use C&C mix files/data too. Is that program incompatible with win7/64bit?
  20. Heysa! That's the second public preview of the my campaign for TS. TS:DO is intended to have 7 missions where player commands a small commando team for hit-and-run missions. I now created 3 missions from this set. I changed the rules and removed some of the Sci-Fi-Units and replaced them with a more traditional weaponry as the story should take place in a time earlier than Tiberian Sun. Mirrors http://www.mediafire.com/file/xd8d48rvw9w434b/TS-Discovert-Operations_02.zip Play: Download and install TS + hyperpatch. Extract my files into TS folder. Start Firestorm and play camapign. Otherwise use the savegames to play separate missions. Please check if any files are missing. There are some notable bugs in the temple mission I didn't managed yet: - when you destroy one of the bridges of the black train path at Act III, game will crash when train tries to move there. - when ion storm is starting, game crashes. You sometimes can avoid the crash by toggle power of your radar stations. - Radar Screen is Nod although the player's house is GDI Impressions: For lack of time I 'll need a lot of time to complete all of these missions. But if there is somebody out who wants to build a map or has an old unused map from which I could create one mission - write me! A planned campaign would consist of these missions: 1 - Unification (snow) Introduces the C.U.B.E. commando team to the player. completed: Map: 100% Mission: 100% 2 - Chemical Disaster (desert) Enemy uses any types of chemical warheads against the player. same as Nuclear Disaster from Discovert Ops for RA, but with chemical weapons here. 3 - Red vs Blue (desert) Same type as in DO-RA. two mighty factions fight against each other, you has to capture both bases with your commando team. Completed: Map: 90% Mission: 75% 4 - Lasercopter (snow) Destroy a Lasercopter-Prototype. Same as Teslacopter from DO-RA. Completed: Map: 25% 5 - Infiltrated (snow) Hunt a cloaked chamaeleon spy. 6 - Harvester Hunting (desert) You have some stealth drones to hunt harvesters. 7 - Temple of the Tiberian Sun (desert) Final mission you see here. Completed: Map: 75% Mission: 90%
  21. January 11 is a strong deadline and I'm not sure I could finish something until this time. We need to familiarize with your mod, create a map and debug this map, what will need its time. I would prefer a date somewhere in mid/end of march instead.
  22. A singleplayer IQ=5 house has a strange behavior. I had this too. Also, a IQ=5 enemy build vehicles from both houses and even before the prerequisite building is constructed (including ants when their techlevel isn't -1 ). I recommend to not set the IQ to 5 for the player house. You can set another house to 5 and PlayerControl=yes, for what reason else...
  23. in "orders" you can give them a scripted mission: patrol to waypoint ... 1 patrol to waypoint ... 2 patrol to waypoint ... 3 patrol to waypoint ... 4 do this ... hunt or if you want your teamtypes attack a more defined target: attack... base defences they will find their way in all case.
  24. create some teams and make all teams set "prebuild team members ..." and "only autocreate teams uses teamtype" and Num and Max > 1 There are two ways to make the enemy create a team: 1. trigger: event - time: 25-100 action - create team: ... 2. trigger event - any action1: production begins ... action2: autocreate begins ... In the first case you select which team is produced, in the second case AI automatically create one of your teams. RA1 autocreate teamtypes are a bit different than in TD. A iq<5 house seems to prebuild units only for a specified teamtype and creates this teamtype after all units are built. the frequency of autocreating is regulated by an ini tag AutocreateTime=3 ; average minutes between creating an 'autocreate' team I recommend this excellent video, showing many features of RA mapping. https://www.youtube.com/watch?v=WVHDVnE6X6s
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