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Holland

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About Holland

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  1. 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
  2. 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.
  3. 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!
  4. @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.
  5. 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
  6. Holland

    [map editing] MESSAGE WHILE INGAME

    Not sure if this is the same as in TS, but with TS maps you add your text under [Tutorial] 1=welcome to my map. 2=destroy enemy. Etc. U can insert that under ini editing in final alert or just add it in map file. Then use any event as a trigger event and trigger action 11 and parameter your text #. But thats for TS/final sun. not sure its the same for ra2 but i doubt its much different
  7. Great topic here @XGalaxyZ I also like the idea of a list of balances to choose from, instead of it being in only a single map. If the changes you would want to see in the game was to be pickable when hosting a game, then we could make everyone happy, plus we keep the original balance as standard ofcourse. also a bunch of custom fan made 3d models were uploaded last december, im sure you've seen them and im making tutorials on how to use them. So lets say for example you want the nod bike's weapon to be anti-air, its good to change its image/voxel too, as a reminder its been edited. The admins have been so great, im sure we can work something out and make more improvements happen. so i really hope we could see a list to pick a balance from. @dkeeton what do u think? So we can create a balance for everyone, maybe. We could sit around the table, work together and work on 1 by one ( i know i could make a dozen, with boats, new mechs, etc lol). I would love to test them out with you guys since i know each modding code straight outta my head lol. What you guys think? @[email protected] @HumbleJust imagine a dropdown box next to a checkbox: □ Enable custom balance: pick: c0rpsmakers balance, HUmbles balance, assists balance.. etc. maybe with a (details) infopanel
  8. I personally would want to see more mods. The original gdi nod balance is quite brilliant and took an entire team to balance out, its been basically impossible for me to create a complete new balance all by myself. Some have gotten very close. Waterworld was awesome. Coollinks mod maps too. I like to get more in the psychology of why we still TS. Habits. most ppl dont wanna play this old ass game lol. And if it wasnt for cncnet, many would have quit TS. Which means change need to happen. I even wanna look into changing the sidebar template ingame... wouldnt it be awesome to be able to pick a brand new look!
  9. sure bro. do u got Discord? get it if not, and add me: Holland #0142
  10. Under Edit> Map > CHange. you can see the following order: Width, Height, Left Top Under Action Type #40 its in this Order: Bottom, Left RIght, TOp Left = Left Top = Top Bottom = Height Right = Width I'd make a quick trigger and just test to get a hang of it. I also assume you're adjusting the 'visible area' as well, with this. I used this many times in my map "waveloop pyramids": http://mapdb.cncnet.org/ts/6aa193908df8d53738f1f3cfddcaa5b39691d1c4.zip THe triggers are called "CHange 1" , change 2" etc. It just holds a value in memory and can be read by a trigger. Set = on Clear = off , so basically just a switch. You can even Set or Clear a local in in SCripts, which will activate a trigger, i made one in my boat map: http://mapdb.cncnet.org/ts/c595848409b7f07167ee275cb0b18df10f32bcb0.zip Hmm interesting, Are you using from SPecial/ Overay > Veinhole monster? Place a monster, and place veins all the way around them to make them work. Sorry for the wait dude
  11. I will give a full answer on that when i got time! Veinhole monster and veins should be in Special overlay. If final sun glitches for you and you and its all white when using veins its a little trickier uhu, but you can just place the veinhole monster, add veins all around it, save it and test it and it shld be there eventho u cant see it
  12. Holland

    CNCNET, modding and TibEd. What now?

    Yes. You easily write your own mods and just copy them in every map u want to play them. If u want orca transport buildable, just add [ORCATRAN] TechLevel=1 into your map file. Or make specific buildings capturable, find the building code and add Capturable=yes and whatever u wanna mod. check rules.ini, use ctrl+f to lookup the codes you want. I can give you the codes for paratroopers jumping out with parashute if you want, lol. Anyway look up some tutorials, its pretty easy to mod.
  13. uhmm, no idea man. You can only use that option on PCX files tho, it won't work on anything else. PRetty cool that u found that program tho. YOu can also just use xcc mixer, when u click a map, it will show the map preview. I'd just use print screen, paste on paint, and save image :P. (or greenshot ofc.)
  14. Awesome. YEah i'm happy to tell you how to do it, its just gonna be alot of work and pain lol. So i recommend u not to do it, but i'll tell u how anyway. This is gonna be very tricky, for multiple players can destroy the defences at the same time, and we only have the event "44 Attacked by (house)..." to decide which player is gonna get the house. But here are the steps: First ofcourse, Create a Trigger with event "48 Destroyed by anything" and action "56 Local Set...". Clone the trigger multiplied with the amount of defence buildings, Create the same amount of Locals (Edit > Local Variables), and use those in the trigger actions you just made. Attach the triggers to the defences. (double click on a building and use Attached Tag) Second, Create a new trigger, disable it. lets name it 'player1' ' Event "36 Local is set..." , create same amount of these events as the locals, and pick each local. Action: 14 Change House... Pick SPawn1 (or type 50 if its not in the list) Attach this trigger to all the buildings that will change house. Clone this trigger 7 times so you have for all 8 players (depending on how many players ur map has ofcourse), rename them all and edit the action parameter to all players (Spawn2, spawn3, or type 51, 52, etc) also name them player2, player3, etc. Now go back to trigger "player1", and pick Attached trigger, 'player2' . NOw go to trigger "player2", and pick in attached trigger" "player3", do this for all 8. NOw we have to get a little creative. Lets say only 1 player is attacking the base, Create new trigger, lets name it "decide house1" use Event"44 Attacked by (house)..." and pick spawn1, (or type in 50). Action "53 Enable Trigger", and choose the trigger "player1". Clone this trigger also as many times as the players in your map, change name and change the events to their spawns, same for the action parameters., then use "attached trigger" same way we did before, with all 8 triggers. TO prevent having too much work on this (Which it already is, lol), i would recommend using 1 main building that will decide who's house it will be, and attach "decide house" to that building. Final step you have to take (when u use "Attached triggers"), go to edit > tag editor, and delete all the attached trigger's tags. SO delete player2 to player8, and delete "decide house2" to "decide house 8" SO now, who ever hits that building first, will enable his trigger, and when all the locals are set -so when all defenses are destroyed-, they will all turn that house. ANyway i havn't tried this yet cuz its so much work. Not sure if we also need to disable the other player's triggers, tbh. this can scratch ur brain right? This is some oldskool scripting, lol. but yeah all this work is the dilemma when using different spawn options. Its easier to just create 1 trigger, or just build engies, lol. or only using the first step i mentioned with locals and just a single "player1" trigger. ANyway i wouldnt do it if I were you. We can finally create stuff with different spawns, but its so much freaking work. download TSwavemaker, made by ptapiok to make this stuff easier, u can just use events in ascending order and stuff, and even clone scripts and teams etc. I use it if i wanna make something crazy like this. it just sucks that buildings will lose their triggers when the house is changed. Anyway i'm hoping i at least helped you with something
  15. Holland

    GDI Buildings and Units

    That Radar is buildable now in cncnet TS!! just copy this code into ur map: [GARADR] 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 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 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 PowersUpToLevel=-1 PowersUpBuilding=GARADR [BuildingTypes] 201=GARADR1 202=GARADR2 203=GARADR3 [Animation] 901=GARADR1 902=GARADR2 903=GARADR3
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