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Everything posted by Messiah
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> d2k-theatre-for-ra11.zip < Well, another theater. I think about making a theatre out of the dune 2k tileset. :d2k: But there are some difficulties so far: The D2k cell size is 32 px, while RA cell size is only 24 px. So I have to do alot of gimping to create fitting tiles for RA. The RA and the D2K palettes are very different, so converted tiles will look ugly, so I have to create a new palette suitable for both RA units and D2k templates. Finally it might look like this:
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One more of my oversized, over-detailed maps. There is special technology available when capturing the Bio lab and the Tech building. Originally a single-player mission for Discovert Ops, now slightly modified for MP. More are coming soon! hotaa.mpr
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Command & Conquer: Dawn of Tomorrow teaser thread
Messiah replied to Kilkakon's topic in Modding Discussion
Holy shit, the AI got a strong boost here! -
as long you are only modifying codes from rulesmd.ini, you can just do this in your map. there is no need for a special server whatsoever.
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That thing is an interesting ground for multiplayer too. https://forums.cncnet.org/index.php?topic=7503.0
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Inspired by Nariacs thread, I put all three maps of the last GDI mission together and made a multiplayer map from this - for RA indeed. Might be interesting for mods like red dawn. sarajevo.mpr
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Nyerguds, in which order does C&C read the .mix files, or, how should I name my mix file so the modified images are shown in game?
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Help me figure out how to make crystal in Final Sun
Messiah replied to Holland's topic in Mapping Discussion
I remember TS was doing the edges automatically. If not: Copy paste from another map! :devil: -
You can do a trigger with action "Apply 100 damage at..." and set the waypoint of the MCV starting point so it will be destroyed after beginning. Guess you need to do that action several times on that trigger due the heavy armor of the MCV. Otherwise reduce strength of the MCV. "Entered by House" may work. Any actions with "... player" won't work in MP maps.
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leaving that empty may cause a Div/0 error or something like this, but you can try. Other way is, take the [AMCV], [sMCV], [PCV] entries from the rulesmd.ini, replace all entries by entries from any tank, add Image=(tank image), Deployer=no, DeploysInto=none, TechLevel=-1 As result, there would be no MCVs available in your game anymore. with triggers and multiplayer houses, I#m not sure. Certain trigger types don't work in MP, cell-triggers don't work at all. If you make a teamtype, there's an option "<Player @A>" or something like that. I guess you can add this house manually by NotePad+ as trigger owner too. (Numbers 4475 to 4481). I remember there is a MP map, where all players get a nuke plant a beginning by a trigger, but I don't remember the map name anymore. If you find that map, look how the have done it.
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...by adding the new graphics in a new mix file (update03.mix) works fine for STEG and TRIC, but the new sprites of TREX and RAPT are not shown in game. Whatever I'm trying, I see the dino images. The .shps are not corrupted or whatsoever, I checked this. So what is not working here?
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Command & Conquer: Dawn of Tomorrow teaser thread
Messiah replied to Kilkakon's topic in Modding Discussion
That thing has the SSM Scud Missiles as their primary weapon! :O I guess you can range out Sam sites with that? -
The editor crashes too if there is any empty map (text file without text) in your map folder and the editor tries to read this during opening dialogue.
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In multiplayer maps, you can define a multiplayer house as trigger owner (same with TeamTypes). I don't know if MCVs are hardcoded in RA2, but there is a rulesmd.ini tag in [General] section: BaseUnit=AMCV,SMCV,PCV - try change these to another three units you want to have at start instead.
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White, You can send me your mod and I'll fix that.
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Do you need to hold the comm-centers during game or is the airstrike still available if they are destroyed? In second case, you may put the comm-centers to the top-left/down-left corners so they are harder to defend.
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buildings from winter theater will be invisible in a temperate map. how (wich trigger action) do you want to respawn new veinhole crater monsters during game?
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In TS / RA2 you can just clone the specific trigger, disable it and activate it later by that cell trigger.
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FA2 - Getting AI to rebuild specific structures
Messiah replied to MrMoo232's topic in Mapping Discussion
1. Go to section "base nodes" in the menu on the left. Select "create node and don't delete building". Click on your building. Now, if you move your building, you'll see a kind of shadow on this place. 2. create a new trigger: event: elapsed time... 10, action: production begins: owner house of building. -
I don't have these issues. I used the "copy as shp" tool from xcc, added them to a mix and tried - everything fine. maybe a header problem or whatever, maybe it is fixed now.
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SHP builder messes up TD-shp files while saving! Save them as TS-shp files and convert them into to RA shp.
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White, I think you have to keep that template at the beginning of your list: [infantryTypes] 0=INF1 1=E1SN [iNF1] Primary=none Strength=1 Armor=none TechLevel=-1 Sight=1 Speed=1 Owner=allies,soviet Cost=1 Points=1 DoubleOwned=no Ammo=-1 Cloakable=no Explodes=no Invisible=no Secondary=none ROT=0 Reload=0 SelfHealing=no Sensors=no C4=no Fraidycat=no Infiltrate=no IsCanine=no GuardRange=1 [E1SN] Stuff goes here.
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Add this to the map file and select germany: [Germany] Country=2 ; play as Russian country
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RAED has a weird way to handle triggers and teams anyway. Everytime you change something in triggers or teamtypes, RAED will randomly mix them up to a totally different order in their list. Usually if a trigger links to a team (It's the number of the line of the TeamType in the list of TeamTypes), this number is changed simultanous, so the right team is still linked to your trigger in your mission and everyting looks fine. But for some reason that mechanism breaks in westwood missions (sometimes even in custom missions) so triggers are totally messed up after editing. I don't know why the author of RAED did this "trigger shaking", but maybe that code just can turned off somehow so triggers and teams don't change their position anymore. Hard to explain what I mean. For now I suggest to copy teams and triggers back from the original mission file when you don't change them for your campaign.
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[TS] How to add teams by Spawn location in your map
Messiah replied to Holland's topic in Mapping Tutorials
Does that work with every version of TS or is that a custom code later added by hex editing? I never have seen that before in any map.