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Messiah

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Everything posted by Messiah

  1. easy. select type: "and..." then you could add two events: 1: entered by ... house 2: elapsed time edit: I vaguely can remember that RA doesn't count the "elapsed time" after the first event has occurred but already since start of scenario. for the second case: - script a neutral team in an area of your map not visible to the player, which just moves from A to B. - create this team when you capture the building. - create another trigger: entered by (neutral) -> your action. - place a cell tag for this trigger at B where the other team moves to. still easy.
  2. Version 2.06 updated: Missions now are less hard when playing on easy mode. Also added some new terrain tiles.. But main addition is the new CUBE radar logo for all campaigns: left: logo for the TD missions, middle: logo for RA, right: alternative logo with text. what do you think?
  3. Guard tower is a template. There are no free slots for new terrain objects. I may create a non-broken version of this bridge, but the destruction logic is hardcoded and can't added here.
  4. Some tiles out of the beta screens are converted and added to the temperate theatre in a first try. Maybe I'll create more tiles for a wild, canadian-rocky-mountains-like valley map. Terrain expansion & map below: terrain.mpr temperat.mix
  5. Yes, Teslacopter is a nasty trial-and-error thing (almost an one-map-campaign) you'll definitively need some nights to solve. The campaign is difficult, but later missions aren't harder than the early ones. My intention was to create the campaign as hard as the TD covert ops. There are more than one way to do a mission, but maybe I could add more details in the briefing, so there is a thread you can follow, less trial-and-error. Do you think I should edit some tags for the "easy mode", e.g. better armor for player units etc to make some missions possible for less skilled players?
  6. I like to create and script missions but I'm to lazy to build maps for it So you may team up with me if you have any maps (and maybe mission suggestions too) where I can make a mission from.
  7. Passing the Nod Death Squad mission by destroying the whole GDI base including all GDI units is a challenge.
  8. Looks like many sleepless nights with a big amount of work. :beer: Did you edit each frame per hand, e.g. from the firing gun of the sniper?
  9. I never saw the left-corner-bug in a singleplayer map before, you get a beer for this: :beer: RA 303p supports a FixAISendingTanksTopLeft=yes option in the [AI] section of rules.ini, may that could help. Otherwise try to set the WayPoint of your autocreate teams from 0 or -1 to a waypoint near the blue base instead. I think this waypoint will be used as a kind of collection point until a team is completely produced and if is set to -1 or a non-existing WP they just move to the corner. But i'm not sure, I never messed around with autocreate teams. Otherwise add a periodical AllToHunt trigger for the unit producing house, so they will leave the corner in every case
  10. Karpet, you could add something like EasyAIGoldValue=100 EasyAIGemValue=200 NormalAIGoldValue=50 NormalAIGemValue=100 HardAIGoldValue=25 HardAIGemValue=50 to the [AI] section of your map or rules.ini to calibrate your enemy! e.g. 100 means a full harvester will give 28*100 = 2800 credits at once! (For any reason, HardAI... here means when you play at easy mode and EasyAI when you play hard)
  11. Did you check out my campaign? The Teslacopter mission is jungle and should work fine since update to V2.04. edit: ah didn't see there is a 2nd page
  12. I played the first 4 missions, seems to be good stuff. I would have interest in the other 16 missions.
  13. the "spread of tiberium" map has 15x15. doesn't look good on higher resolution, but doesn't crash.
  14. He means a 1 vs 1 map to get the triggers, teamtypes etc work and then copy-paste them to all 6 players. A one-cell map, nice idea indeed. :laugh:
  15. For jungle tileset you need the latest ra95.exe. Iran still hasn't updated his page with the most actual version of 303p, but look Post#559 on this thread: http://forums.cncnz.com/topic/17482-portablera-beta/page-28 I'll take a look into your mod, looks cool.
  16. Although I don't like symmetrical maps, that one looks cool. It is a hard thing to create natural looking maps/landscapes which are still balanced. what is the south advantage here?
  17. Maybe the map is too complex for the units, eg the path from their base to yours? Unlike in RA in TD "all to hunt" really means this, all computer-controlled houses would send their units, so I think the trigger's event doesn't work. Did you check if the event fires correctly (By giving another action to the trigger for testing, like Winner is...)?
  18. Thats all I got from the windows crash window. Weird. When using the version then downloaded by the lobby, the preview tool is working perfect Maybe the linked version here misses a file or something else.
  19. This is a huge collection of 33 maps made probably around 2001 and still on my PC. Just titled "Karte 1" to "Karte 33", they are (in most cases) well balanced (but not symmetric), detailed landscapes whose style can be compared with the original RA multiplayer maps. I'm not the author of these maps and can't remember anymore who originally was. Enjoy them! Due lack of time (and lack of skills too ) I sadly won't have time to play with you on cncnet. mappack_ger.zip
  20. Sadly that thing crashes directly after start. Problemsignatur: Problemereignisname: BEX Anwendungsname: RAFullMapPreviewGenerator.exe Anwendungsversion: 1.0.0.0 Anwendungszeitstempel: 525d0856 Fehlermodulname: StackHash_1612 Fehlermodulversion: 0.0.0.0 Fehlermodulzeitstempel: 00000000 Ausnahmeoffset: 00a3f00c Ausnahmecode: c0000005 Ausnahmedaten: 00000008 Betriebsystemversion: 6.1.7601.2.1.0.768.3 Gebietsschema-ID: 1031 Zusatzinformation 1: 1612 Zusatzinformation 2: 16124644c21b5089e62dc45ec2be09f2 Zusatzinformation 3: de08 Zusatzinformation 4: de08c6e294426f2d4b5c533a34eda359[/size]
  21. You may try to use the Nod and GDI houses for the mutants/militia units and change the Color= and Allies= setting of the houses manually. I think the Special and Neutral houses have hardcoded internal settings to act more passive.
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