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Holland

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About Holland

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  1. SO the new update contained some new voxels. I kept in mind the things discussed in this topic, and luckily i found some stuff that might be good for some vehicle replacements, so lets say you do want to give the nod bike's projectile AA=yes (aa=anti aircraft), like discussed before it might be better to then also actually change the whole image of the bike, their named: BGGYB, BIKERE, and NSTNK3 also a Wolverine as infantry!! named: WOLVE (pretty cool as they exit the APC) Its all ready to use right now. I put it all in this topic, https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/
  2. Holland

    Final Sun Complete & fixed

    I didn't really edit anything, i just collected all the stuff from other people that fixed things, and put them all together. I can't hex edit or anything. I hope someone would make repairs for final alert, that would be great cuz ra2 just got so much more triggers and special stuff. I never looked into it either cuz even final sun has its own set of problems.. and i'm finally aware of all the little glitches which took eons of testing, crashing and frustration. I don't like ra2 as much as TS, so i don't think i'll get into it. I guess i'm waiting for openra's TS to finish lol. Im sorry man
  3. All of these are in ecache18.mix inside the MIX folder which is recently uploaded. /map 6422ff350b05252d60c8ed4f9e02767bba117447  2018 VOXELS [be GDI SPAWN1] Its just another pack of voxels, but the most interesting must be the wolverine which is an infantry!! its coded with WOLVE, so use [WOLVE] if you wanna use it, also cameo and buildup animation for the civilian radar and civilian armory! An actual KODIAK aircraft, a cameo for the dropship! and that crazy spaceship tho! lmao! great for invasion maps hihi!! All the other ones are real neat too! omg!
  4. This is a screenshot of my boat-testing map /map 21cbe469d6f8f07a3175e97e8e66543c4a7de72c  Harbor Wars [VXLS] V2.3 by Holland I will explain the boats into a different topic, since i'm trying to find a good balance for it, i need some help (cuz its not the funnest gameplay, lol)! Anyway, just to show you the concrete cliffs i used on this map. To create these concrete cliffs, along with many other fixes (crystal tiles, mold tiles, road fixes, swamp tiles, download the attachment on this message. Drag files into TiberianSun_Online\FinalSun drag the ecache files and temperat.ini into the tiberiansun_online folder, so finalsun can read the files! It includes some more stuff, you can read on https://forums.cncnet.org/topic/6720-final-sun-complete-fixed/?tab=comments#comment-69076 Final sun files 8-12-2018.zip
  5. PRETTY TREES!!! there are 21 new trees Since I can't find an options to add these trees to the list of final sun, we're gonna have to edit them manually in your map: Note: You're about to change all the normal ts trees [TREE] into the new trees [RATREE], so go ahead and put normal trees in your map, with or without Place random trees, doesnt matter. Save your map, open your map file with wordpad, and add this into your map file: [TerrainTypes] 45=RATREE04 46=RATREE05 47=RATREE03 48=RATREE06 49=RATREE07 50=RATREE08 51=RATREE09 52=RATREE10 53=RATREE11 54=RATREE12 55=RATREE13 56=RATREE14 57=RATREE15 58=RATREE16 59=RATREE17 60=RATREE18 61=RATREE19 62=RATREE23 63=RATREE20 64=RATREE21 65=RATREE22 66=RATREE23 67=RATREE24 68=RATREE25 [RATREE01] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE02] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE03] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE04] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE05] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE06] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE07] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE08] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE09] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE10] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE11] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE12] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE13] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE14] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE15] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE16] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE17] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE18] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE19] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE20] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE21] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE23] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE24] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 [RATREE25] Name=Tree RadarColor=0,192,0 IsFlammable=yes SnowOccupationBits=6 TemperateOccupationBits=4 NEXT, press Ctrl+F, click on the tab "Replace", find what: "=TREE", replace with: "=RATREE" , and click on Replace all. Putting the = in there is important, so you will only change the TREE into RATREE under [Terrain], so you're actually changing the normal TS tree into the trees you just added! This is so far my way of adding in the pretty trees, i believe RATREE23, RATREE24 are the pretty palm trees, so if you want the island feeling, use tree 23 and 24 in your map :). Also, if you open up final sun you can see the trees too. If you found a way to add in those trees without tempering with the rules.ini, let me know. Final sun works in strange ways so please let me know any little thing you found.
  6. Holland

    Final Sun Complete & fixed

    I didnt update the frist message, so just download the attachment on this message for just the latest final sun files. Drag files into TiberianSun_Online\FinalSun drag the ecache files and temperat.ini into the tiberiansun_online folder, so finalsun can read the files! Update: Terrain/ground: Crystal, mold and swamp now buildable; concrete cliffs; Pavement LAT, more road fixes, concrete slopes and stairs new Trigger actions: Disable+enable short game, and giving credits. remember, you can use spawn locations now as trigger owner, and all events and actions! also kept the marble mode in this pack (for cliffs), paint random trees and text trigger fix. Final sun files 8-12-2018.zip
  7. Holland

    Map updates

    Yeah go ahead. which map? i don't mind helping either.
  8. Holland

    Request to admins about TS/FinalSun

    Hey admins! I have another request, this will be really cool cuz we have some new cool fun made radars uploaded, and I had an idea to create the reshroud building like in ra2, where your base gets covered in with fog for your enemy's! I just need your help @Rampastring , In Final sun the trigger action "101 Reshroud Map At... " Doesn't work at all. perhaps some numbers need to be changed? It would be really cool if u wanna spend time on this.. 101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,1,1,101
  9. Holland

    TS Accounting.xlsx?

    Seems like Dkeeton added that file in there to manage or give proper credit to the fanmade voxels that are in expand11. We used that file when we were adding those new units. At least its the same name
  10. Thanks Assist! Yeah i'm not sure if they want the sound ini to be changed, anyway i didnt add them cuz its just adds up the massive pile of work it takes. Plus the original sound mix file has alot to pick from too. But if we ever decide to add some sounds, i'll create my own voices too lol! thanks for replying here. Next ill show u how to add/replace trees into the pretty trees and palm trees
  11. Second, the sick SCORPION made by LKO, And here a little hint for if you're totally new to modding: I hope you get to see how easy modding is by copying and pasting into your map (mpr file). As you can see under [SCORPION], it includes Prerequisite=NAWEAP,NATMPL you can build this with making nod warfactory (NAWEAP), and temple of nod (NATMPL). If you want to change this into a different structure(s) (up to 3 buildings), just go to rules.ini in the cncnet folder, and Use Ctrl+F to easily find the code for the structure you want. Anyway, if you don't have any other mods in your map, just copy and paste this into your map. if you do, make sure to correct the [VehicleTypes] list and [Warheads] list. [SCORPION] ROT=5 Cost=2500 Name=Score-P-Ion Armor=concrete Elite=ScorpionLaserElite Owner=GDI,Nod Sight=10 Speed=3 Points=25 Turret=no Weight=3.5 Crusher=yes Primary=ScorpionLaser Category=AFV Explodes=no IsTilter=no Strength=1000 Explosion=SCDETH1X Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} MaxDebris=4 TechLevel=9 VoiceMove=drrpmov1,drrpmov2,drrpsel1,drrpsel2 BuildLimit=2 Accelerates=false CrateGoodie=no DebrisTypes=PIECE,GASTANK SelfHealing=yes TargetLaser=no ThreatPosed=15 VoiceAttack=drrpatk1,drrpatk2,drrpatk3,drrpatk4,drrpsel3,drrpsel1 VoiceSelect=drrpsel1,drrpsel2,drrpsel3 MovementZone=Destroyer Prerequisite=NAWEAP,NATMPL ImmuneToVeins=yes VoiceFeedback= DebrisMaximums=2,2 EliteAbilities=SENSORS VeteranAbilities=SELF_HEAL,STRONGER DamageParticleSystems=SparkSys,SmallGreySSys TooBigToFitUnderBridge=true AllowedToStartInMultiplayer=no [ScorpionLaser] ROF=150 Range=10 Speed=100 Damage=200 Report=MOBEMP1 Charges=yes IsLaser=true Warhead=SuperScorpion IsBigLaser=true Projectile=LLine LaserDuration=20 LaserInnerColor=255,175,175 LaserOuterColor=255,0,0 LaserOuterSpread=20,40,40 [SuperScorpion] Sparky=yes Spread=1024 Verses=100%,100%,100%,100%,100% AnimList=SCEXPLOINIT InfDeath=5 Tiberium=yes ProneDamage=60% [Warheads] 53=SuperScorpion [VehicleTypes] 169=SCORPION [ScorpionLaserElite] ROF=150 Range=13 Speed=100 Damage=300 Report=MOBEMP1 Charges=yes IsLaser=true Warhead=SuperScorpion IsBigLaser=true Projectile=LLine LaserDuration=25 LaserInnerColor=255,175,175 LaserOuterColor=255,0,0 LaserOuterSpread=20,40,40 This one is SO awesome! Original topic: https://ppmforums.com/viewtopic.php?t=12364
  12. First up, the GDI radar with uplinks, so you don't need the Upgrade Center for ion canon and seeker, you can just place it on your Radar Here are the codes: [GARADR] Cost=1000 Name=GDI Radar Center Image=GACOMM Upgrades=2 [GARADR1] Cost=0 Name=Drop Pod Node Armor=wood Owner=GDI,Nod Power=0 Sight=1 Crewed=no Points=0 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=-1 Capturable=no AIBuildThis=no SuperWeapon=DropPodSpecial ThreatPosed=0 Prerequisite=GARADR,GATECH PowersUpToLevel=-1 PowersUpBuilding=GARADR [GARADR2] Cost=0 Name=Hunter Seeker Controller Armor=wood Owner=GDI,Nod Power=0 Sight=1 Crewed=no Points=0 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=1 Capturable=no AIBuildThis=no SuperWeapon=HuntSeekSpecial ThreatPosed=0 Prerequisite=GARADR,GATECH PowersUpToLevel=-1 PowersUpBuilding=GARADR [GARADR3] Cost=0 Name=Ion Cannon uplink Armor=wood Owner=GDI,Nod Power=0 Sight=1 Crewed=no Points=0 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=1 Capturable=no AIBuildThis=no SuperWeapon=IonCannonSpecial ThreatPosed=0 Prerequisite=GARADR,GATECH PowersUpToLevel=-1 PowersUpBuilding=GARADR [BuildingTypes] 205=GARADR1 206=GARADR2 207=GARADR3 [Animations] 967=GARADR1 968=GARADR2 969=GARADR3 As you can see, the file the radar uses with 'Image=' is called GACOMM. You can also just Copy the entire original [GARADR] from rules.ini, and change [GARADR] Into [GACOMM], and add GACOMM under [BuildingTypes]. Thats the right way to do it, but since they are very similar in art.ini, there's no need. Just copy paste this code into your map, make some edits if you want, and enjoy.
  13. I'd like to explain some of the new units that have been uploaded recently: a package full of (most) fan made voxels and animations (infantry, vehicles, buildings, weapons, terrain), created over the years and years since TS started. Some of you already have seen some maps with these, and so far they're mostly test maps. Any map with the word 'VXLS' or 'Voxel' is a (test) map with some of them. http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VOXEL http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VXLS THeyre also in these (copy /map and code into cncnet) : /map e917eed3aa50bef39f6f265c9c690b788cd3de9e  Fortress Tower Forest [4] /map 58b6f72c996c3e80d21d68270f6ab68b3db43576  Fortress Tower Forest 2 /map be2dacfcea0e3d1dd522abc75fe1e31b8f01dfea  King of the Jungle /map 92c384a01632dc2a8de4a94f41a30ef5c1438f1e  TowerDefense Rally RACE! Jungle [V1] /map 4f573c8775f769ec4ec02b83b5af98e2009011b0  Oil Derricks but if you wanna peak at all of them, try this one: /map d77a5b52251353621a58cfa79c8130ae6b858542  Voxel Arena - All new models v1 All you need to do is open the map file (with wordpad) and pick the one you want, and copy it in your map. If you want to do it more efficiently, download XCC Utilities and open XCC Mixer, and browse to \CnCNet\TiberianSun_Online\MIX\expand11.mix, so you can see the unit (VXL or SHP file) and its name, and you simply Use "Image=" on your modded units or structures, or use animlist= for different explosions For Example we want CYBORG to have the image of the zone trooper, then we add this into your map: [CYBORG] Image=ZONE But ofcourse we can add the Zone trooper in our map as a new infantry as well. As for all the other ones. Please look at some modding tutorials on how to do that I will use this topic to explain more about it, but i'm glad i finally started this lol, for now, i will answer any question and will help you getting you the right codes for your mod. Oh and if you are a creator of one of these animations please tell me so we can give you credit, or tell me if you want it removed!
  14. @FunkyFr3sh Can we have the custom map preview image back?? I know you guys disabled it cuz I misused it , im sorry about that. Anyway, its been a while now and was hoping we can have it back? The reason for me asking is that people quickly judge the map preview image, without seeing mods or triggers. So they leave. If they will see a unique map preview with like 3d lasers and a map title, they will be more interested.
  15. Yeah try to make the owner of the trigger to be Neutral. i'm not sure if gdi,special or nod work,.. i know Spawn1/8 works too, but dont know about revealing map, just try Neutral. Yeah u need triggers to make the multiplayer own their buildings, if u just turn them a spawn owner, it wont work if the players arent present. I made this in my boat map, look at the triggers in my map "Harbor wars [vxls] " /map 6af6ecacc7d236ad48fbf793bbf93c51c88770fc (type that code in console) its a good example of how to do it
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