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About Holland

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  1. Holland

    Hot Keys

    Sup bro. Not sure why the hotkeys are working, you might wanna check some of your system's keyboard settings if you have problems. For example Acer laptops usually have some build-un keyboard options. And perhaps this gif will help you
  2. I used this topic to introduce 'FinalSun StandAlone CnCnet-Mods', updated first message
  3. Veins that don't grow real big Veins don't grow big.ini
  4. I'm gonna need some help with this. Anyone that wants to help?? i'll send u the XTX files, and we'll make a little discord channel regarding XTX to get it all organized.
  5. https://youtu.be/X6PPIJNVyt0 Tutorial on ppmforums: https://ppmforums.com/viewtopic.php?t=44324 Tunnel Drawer: https://ppmforums.com/viewtopic.php?t=37881 Join us on the Final Sun discord server: https://discord.gg/KbzvmG6
  6. This will turn Vehicle wolverine into an Infantry wolverine. No changes, and still need warfactory to be able to build it. benefits are: You can put them in APC, heal them with medic, build them while you build other vehicles. Wolverine as inf.ini
  7. Thanks for sharing dr Mole! I agree with you. I stick with modding mostly, competitive gameplay a lot of times is stressfull if you don't keep an open heart. 1 game every now and then is fine, as long as its all fun gameplay. In the end everyone knows its not about being good or becoming better at the game, but becoming a better person in general, to enjoy a losing game is humbling for your own soul.
  8. the FLYBUG now flies, its still buggy, deal with it, just wanted to be able to have a bird flying over maps lol Infantry Flybug.ini Alright, so the following INI file will have 1 (harmless, unbuildable) Flying from waypoint 50 to 51 with random delay, Just place waypoint 50 (bird start) and 51 (where u want him to fly to), just make sure it doesnt start on water: Flock of birds.ini Delay is random (50% to 150%) of 900 ts seconds
  9. Map makers are gonna be very happy with this one! I made an INI file with all the triggers needed to create a group of buildings to be captured with only 1 engineer, STEAL2 BUILDINGS.ini So for example you can make a powerplant, when its entered by an engineer, the spawn house will own other buildings that you attached the trigger to! it works for all spawns, and you use up to 8! This INI works just like the oil derricks trigger, where u have to attach a trigger with the name "ATTACH" It works as follow: Attach "Attach power 1" - trigger to the main building, and attach the "Attach canon 1-" trigger to all the corresponding buildings you want to be owned by the spawn entering the main building, just like this: (first, enter the INI file from Edit> Ini editing> Insert another INI file content) STEAL2 BUILDINGS.ini I called it "2stealbuildings" cuz i made it just to capture a building on water for a map, then i realized it could be used for as many buidings as u want.
  10. Out of sync is usual pathfinding issue. Its deep inside the engine to my knowledge
  11. Very nice, thanks askeladd, i really appreciate all the help! Just a reminder to myself: I wanna change back some civilian vehicles. accidently used the same code. found so far: Car, TruckA & B, Trains anyone else noticed something else?
  12. Alright i thought it would be good to start the new year ending what i've been wanting to end a few years now lol: Release all my ts modding knowledge and inputs. I might still take me a while cuz it includes making videos on map making and to include this topic and all the new stuff that has been added: Most of all of this is all part of XTX - eXtreme Terrain eXpansion! Its all uploaded now, and you can make maps with these. Bittah has been helping me to hack final sun (with all the latest hacks) to make it where everyone can just use cncnet's final sun and use this. But for now you have to add rules.ini, temperat.ini and all the ecache mix files that are in the expand.mix files inside the MIX folder. I wanna make this very very noob friendly, but for now check this topic. For simplicity it is most likely gonna be a Standalone final sun to create maps, and i will put that in my upcoming videos too. Stay tuned Oh and here are all the new stuff already to add in your map if you already have the ecaches and ini files in the tibsun folder for final sun to read: xtx Civlians.ini Red tiberium.ini Tiberium sparky crystal.ini xtx civilian buildings.ini xtx new trees and rocks.ini xtx civilian vehicles.ini
  13. Garisons.ini This includes 2 triggers for garrisons for only spawn 1 and 2, also included the Vulcan Fortress (weaker then original) Only need 1 engineer like the oil derricks. I tested a bunch using the only garrison codes TS has: Hospital and armory but they glitch together with this trigger, so just need 1 engineer Easy stuff; Just double click on the garrison building and add attach the trigger.Also, to this messages I attached the map that has oilderricks and the garrisons, 2peaks, ra2 maps originally. If anyone wants an 8 player one, please let me know i could make it pretty quick. And also saved this for future use : City Buildings light up When its night (When added the day and night loop) Attach the 'attach' trigger to city buildings after you added this inside final sun. Download: Day and night buildings light up.ini (it includes 2 triggers and adds a glow and power to all CITY buildings) Here is a little trick on how to quickly attach triggers to all city buildings: First, attach the trigger to a single City building, save and then open the map file use Ctrl+F to find the tag [Structures] and find the trigger tag u attached copy (ctrl C) the tag, and use Column selection (holding alt) to get as many buildings as u can for the proper paste. If its easier for you to make all buildings in map have the same trigger, you also select everything under [Structures], press Ctrl+F, click the tab Replace, Select the checkbox "In Selection", paste "0,None,1,0" and replace with: "0,Triggertag,1,0" . Easy peasy 2peaks.map
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