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Holland

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Everything posted by Holland

  1. Extract it wherever you want, I'd make a folder named Mods,inside the ts directory. Then in final sun, disable beginner mode under 'options' Then, Edit>ini editing > 'insert another ini file content' Then just browse to that folder and select the one u want, thats it. Save ur map Thanks for telling me about the 'bunch of text' i'll edit it and make it easier to read and understand
  2. Ooohh thank you so much @GradualyWatermelon ! The oilderrick triggers is one im proud of. Indeed i forgot spawn houses! I added them in there they should work fine now. Thanks!
  3. Yes i was thinking the same, but it seemed better to leave that a mystery so u can find it out for yourself. Also because balancing mods is so difficult, it will make people judge the mods and so not try them out, also.. i will add a tutorial on how to change a weapon's destructiveness under Little Tutorials.
  4. You're welcome! Let me know if there's something else you'd like to see or want to know or explain better.
  5. Little Tutorials: PLACING WAYPOINTS FOR THE RANDOM METEORITE mod Random Meteorites place waypoints 26 to 39.ini Make Bridges blow up using c4 Bridges C4able see tutorial.ini After inserting this mod in your map, you have to do 3 things to each bridge: Attach a trigger to the Bridge huts, Place the trigger's cel underneath bridge Place the corresponding waypoints Made a little gif tutorial to show you how: So to clarify what i did in the gif: Double click repairhut, and select an trigger that contains the word 'ATTACH', use the same trigger for both repair huts The middle 5 letters i selected are the ones you look for in Trigger Editor, this tag i used was 'SP5E1' ( Disable beginner mode in options, then Edit > Trigger options) Select the trigger SP5E1BridgeDestroyed, then click 'Place on Map' and place the cell underneath the bridge. Select the trigger SP5E1BridgeC4, select the tab 'Actions', and see which two waypoints are used, and select "Create waypoint with special ID", and place them right under the end and start of the bridge. Thats it, save your map. Hot to use different images in game for example you want to make make all light infantry be the girl Umagon, we have to find out the codes for them inside of rules.ini. It is always good to keep rules.ini handy when you're making a map. In this case we turn E1 into UMAGON, simply using Image=UMAGON Again, in final sun go to Edit > INI Editing (disable beginner mode in options if you dont see it) This works for all vehicles, aircrafts, infantry and buildings, note that for buildings have attached animations like lights so it might look odd without a proper edit in the art.ini file. And also TurretAnim can be added or changed, find out more about that in this topic How to be able to build concrete cliffs in Final Sun CnCnet uploaded the first version of Terrain Expansion (concrete cliffs and such) If you havn't updated CnCnet's Final Sun to the latest version, DOWNLOAD IT HERE, and drag the files to the TS folder as described in pack, that way final sun will read them too. After doing that, you can find them in final sun at Terrain/Ground To use/display all mods (all trees, buildings, vehicles etc) in final sun, we have to extract these files into TS folder ,Extract in ts folder.7z <<<<<<< Download Extract these files in the TS Folder, so Final sun will read them. BUT DELETE or move the rules.ini when playing online!! The rules.ini in this pack contain all the uploaded mods. Since CnCnet is meant for original TS gameplay, we can't touch the original rules.ini we have to add the uploaded mods in our maps. Also note: When using for example the RATREE's, we have to add the ini 'Pretty trees', same for any mod building/unit used, make sure you insert the mod, or add it manually in your map by copy/pasting the code inside this rules.ini to your map file and once again DELETE or move this modded rules.ini rules.ini when playing online!! (also recommended when testing in skirmisch)
  6. (Download map mods pack: All Map mods.rar or download individual link) Map Mods OIL DERRICKS 8OILDERRICKS.INI ; After adding this ini into final sun, double click a building that you want to be your oil derrick, then on the bottom of that window, attach a trigger that has the word 'attach' to it. Up to 8 oil derricks. (in this gif i used Ion collector) If too hard for you to use the same building, let me know Auto ally: Auto Ally 1234v5678.ini Change teams by finding AllyBySpawnLocation1 in Edit > INI Editing Day and Night loop, Standard times and darkness. day n night loop.ini(Works on every TS) Make your map have 'Giants of war' Mods (not recommended, just play ww style) Giants mods.ini(Works on every TS) Inserts all codes for fona's and big blue tree, so you don't need Firestorm enabled for them:Fonas and blue tib trees.ini This turns all buildings super speed (Using [GDI]BuildTime=0.1) :Instant build for testing.ini(Works on every TS) This max queue's (build amount) to 20.; Change the amount of units you can build by finding General in Edit > INI Editing, and changing MaximumQueuedObjects's value max queue units 20.ini(Works on every TS) Pretty ra2 treesPretty Trees.ini After adding this file you have to change the trees to pretty ra2 trees, or to add them, see this topic: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ Get random ion storms!Random Ion Storms.ini(Works on every TS) Random Meteorites, copied from the map Tiberium Garden. ; Uses waypoints 26 to 39, place them on your map where u want the strikes to happen Random Meteorites place waypoints 26 to 39.ini (Works on every TS) Start with Hijacker, Start with hijacker.ini Make sure to turn off short game and bases(Works on every TS) Humble's Veteran patch 2.46 vet patch v246.ini(Works on every TS) For if you quickly need to add all Spawn houses in map fileSpawn Houses.ini Looping waves from my map Maze Waves, for if you wanna make an AI Wave style map with triggers LOOPING WAVES.ini(Works on every TS) Reveals all map on start of gameReveal all map.ini(Works on every TS) Weed growth, Very fast and double fast (then original)Weed grows double fast.iniWeed grows superspeed.ini(Works on every TS) Turn Neutral into Enemeny, and make mcv's not deploy (for if u make AI map)(Works on every TS) Neutral enemy and ai mcvs dont deploy.ini Alright, last and not least so far: HARBORS AND BOATS!! harbors and boats.ini This will give Nod and GDI a buildable shipyard, 3 buildable boats each. The only issue that warfactory has to be primary or vehicles can come out of the shipyard. The patch for that is to use this fix, instead u can build a deployable vehicle that turns into a shipyard and solves the issue: Harbors and boats deployable fix.ini But there is already a fix for it by giving all warfactory units a 2nd House as well, i don't have the mod ready yet. Read how to do it on Http://ppmforums.com/viewtopic.php?t=15319 Ini's from TSclient:All TsclientGame Options.rar No Silos.iniNo Baddy Crates.iniInfinite Tiberium.iniImmune Harvesters.iniHarder AI.iniDisable Visceroids.iniDisable Super Weapons.iniStorms.iniShroud Regrows.iniReveal Shroud.ini
  7. (Download building pack: All Buildings.rar or download individual link) BUILDINGS fortmissiletower.inifortsinglecanon.inifortsonic.inifortdoublecano.inifortmg.inifortartillery.inifortress canon tower WHITE LASER.in Small flame tower with zap.iniThere is a flame version too, forgot to make gif, but its cooler: Small flame tower with flames.ini RTWR ION RAILGUN.ini Big sam.iniBig sam for capture on map.ini Big saturn canon laser.ini Empire tower.iniA small Ra2 Rapid firing Tower, (no gif yet). its pretty dope. ion charge collector.ini Place on map, or edit prerequisite, techlevel and ownerSTRUCTURE Cabal Radar with droppod superweapon.ini radar has superweapon uplinks.ini & droppods: droppods uplink to upgrade center.ini Turn EMP in Meteorite superweapon with tech.iniThis mod turns EMP into a Meteorite Superweapon (you give up EMP)(Works on every TS) This turns Hunter seeker into Meteorite superweapon (No GIF) Turn Seeker in Meteorite superweapon.ini(Works on every TS) Tower Emp cloned and turned into emp laser for if used meteorites superweapon.ini; Tower Emp cloned and turned into emp laser for if you turned emp into meteorites superweapon,(Works on every TS, just edit railgun laser) Mech factory for GDI: GDI Mech factory.iniMech factory for Nod:Nod Mech factory.ini Mech Factory for Both GDI and Nod: Mech Fact for both.ini Crystal Silo.ini Crystallisk.ini Turn Seeker in Meteorite superweapon.ini GDI Mech factory.ini All Aircrafts.rar
  8. (Download Infantry pack: All Infantry.rar or download individual link) INFANTRY There are some more i wanna post, but just these for now Infantry C4 specialist.ini Turn Infantry into viscs (Works on every TS)Infantry Oxanna the visc maker.iniInfantry machine gunner Disrupper.iniInfantry Napalm grenadier Zone.ini Some more, did not make a gif for all: Infantry Flybug.iniInfantry Elite.iniInfantry mortar warrior massn.iniInfantry Laser slavick.iniInfantry Gaspy.ini
  9. (Download aircraft pack: All Aircrafts.rar or download individual link) AIRCRAFTS Some of these needs some tweaking, but i did my best giving them a weapon. Enjoy Aircraft - Scrinfit small wespy airplane.iniAircraft spaceship.iniAircraft Protox bomber.ini Aircraft nodaircraft.ini Aircraft - Flying Pyramid monolith.ini Aircraft - kodiak.iniAircraft Machinegun havoc.ini Aircraft gdi style airplane.iniAircraft - eagle hunter.ini Aircraft Zepplin ion bomb carrier.ini nod has carryall with temple.ini
  10. THIS IS REAL SIMPLE FOR ANYONE! SIMPLY ADD A MOD! ALL MODS (see all image gifs below) WILL WORK, AND IS PLAYABLE & BUILDABLE RIGHT AWAY (on CnCnet only) after you save map in final sun!! ENJOY!! IMPORTANT: The buildings and units in this topic are uploaded on CnCnet only! You can share maps with these mods and play this online on CnCnet. How? because they are uploaded on cncnet, if you want to use them on a different client, you can find them inside the mix and ini folders, (or click here to download them) You can Simply download ALL the mod files here: MODS v1.3.rar , insert the INI files (mods) in FInal sun, how? by looking at the first GIF in this message, and forget about the rest. But if you're new to modding, or interested in how and what, read on. Notes: This topic is devided in: Buildings/units/weapons; Multiple tutorials; insertable mods that activates all kinds of triggers; and all kinds of enabling other stuff. All in INI files. For this topic I'm using more then just the main topic message. I did not make any of these images and animations, they're a collection of fan art, publicly released on ppmforums.com. Some of the mods can also be used for any TS client, they will be marked with: (Works on every TS) A quick Modding Tutorial: Normally, modding is done with the use of wordpad, or with Notepad++ (recommended), but in this tutorial we keep things simple and stay in Final Sun How to ADD the mods using Final Sun Open Final sun and make or load a map Make sure Beginners Mode is disabled. Click Option > Beginner mode. Now you go to Edit > INI Editing. You can Insert your desired mod simply by clicking "Insert another INI file content" In this Gif i inserted the Big Sam, see below under Buildings How to EDIT mods using Final Sun First off, a little explanation on How to edit WHEN you can build it, WHO can build it, IF you can build it, and its primary weapon. For tutorial purposes, we are only concerned here with these 4 lines: Owner=, TechLevel=, Prerequisite= and Primary= Owner=Nod Makes only Nod be able to build, use =Nod,GDI for both factions TechLevel=-1 Minus one (-1) makes this UNable to build, any Tech Level you set here will ofcourse, decide with wich TechLevel you can play this with. Prerequisite=GACNST GACNST is the building code for Construction yard. You can do up to three building for example: =PROC,NARADR,NATECH Primary=LaserFire2 This gives any building or unit Nod's Laser weapon. Again, look in rules.ini to see who uses which 'Primary=' (weapon) To know all building codes, you can look inside rules.ini (Download rules.ini or see in this page) (and use 'find function' with 'ctrl+f) You can Also Click Add, type in an existing tag from rules.ini, like GAGATE_B (gdi gate), find GAGATE_B in the dropdown menu, under keys: press 'Add', type a value like TechLevel=-1 and pres Ok. To make the prerequisite codes easier for you now, here are some of the most common buildingcodes used for prerequisite: PROC,GASILO (Tiberium refinery, Tiberium Silo) NAPOWR,NARADR,NAHPAD,NAWEAP,NATECH,NATMPL (NOD'S: Powerplant, Radar, Helipad, War factory, Tech center, Temple) GAPOWR,GARADR,NAHPAD,GAWEAP,GATECH,GAPLUG (GDI's: Powerplant, Radar, Helipad, War factory, Tech center, Uplink center) GACNST,BARRACKS,FACTORY,HELIPAD,TECH (Both faction's: Barracks, War factory, Helipad, tech center) All little tutorials are in the 4th comments of this topic Some more modding tutorials are found here: Adding a new unit: https://ppmforums.com/viewtopic.php?t=518 Editing weapons: https://ppmforums.com/viewtopic.php?t=28056 My own tutorial on modding: https://forums.cncnet.org/topic/6277-brand-new-tutorial-for-new-map-makers-create-your-own-mods/ Some mapping tutorials: Triggers, taskforces, teams, and scripts (***) https://ppmforums.com/viewtopic.php?t=33824 Tunnel Tutorial https://ppmforums.com/viewtopic.php?t=44324 LucasSK's Complete Final Sun Tutorial: https://forums.cncnet.org/topic/9934-finalsun-complete-tutorial/ I have not made a gif and ini for each of the fan made uploaded units and buildings, see all of them here: ]https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ (Click to view full image) Here we go: VEHICLES (Download vehicle pack: All Vehicles.rar or download individual link) Big Ion Tank Big Ion tank.ini LKO's Scorpion Scorpion.ini LKO's Mechs (just a few of them for now) Small double canon mech exciter.iniSmall Laser mech Kesselbrut.iniSmall sniper mech Umgi bolver.iniSmall yellow laser mech blackhawk.iniSpalters peewee gun n double laser gun.iniBig Mech Thor.iniBig Mechs DAISHIG and DAISHIN.iniCOLOG deployable heavy artillery nukes.iniFatboy.ini Tarantula Tarantula.ini Redeployable Oblisk redeployable oblisk.ini Predator Tank Predator tank.ini Mongoos Mech Mongoosmech.iniMongoosmechdualproton.ini Heavy Assault Mech Heavy assault mech canon.ini Tripod Sleeping Tripod.ini
  11. I do feel like a dummy because i just discovered Final Sun does the same thing as XCC_INI_CLT. thaha ( i swear i thought it didnt) So, forget about this little command line software and us Final sun instead. I will make a new topic and add some more good ini files, but already got you a new Gif tutorial on what to do in Final Sun: See Topic 'Adding mods with Final Sun (TS Mods Included)'
  12. Oblisks always mess up my early tit-carryall rush. Basterds
  13. Holland

    Metropolis

    It uses the mix files uploaded on cncnet. So use cncnet tibsun to play
  14. Holland

    Metropolis

    Metropolis Made by Humble Scripts by Holland Quick note, Humble has done it again, he made another outstanding multiplayer westwood style Tiberian sun map. In this map metropolis, there is amazing precision and details. Humble as I know him, is one of the few Master Elite players still playing today, and it definitely shows in his perfectionism in all of his maps. We got be very creative and added a cool feature that makes gameplay somewhat very interesting, which includes granting control: Spawn 7 and 8 are 'SuperSpecs', They own only the Crash sites, either the UFO or the KODIAK. They are both hard to kill and they give all team players a teeny tiny bit of money, much less then a single Harv would. Both auto-allied teams can see their crash and optionally grant control to, and so 'superspec' can focus on using their scouts, control their harvs, etc. After 14 minutes, the crash site's superweapon droppods are hacked, and Bbth superspecs will be loading the Droppods, 5 Minutes after that, the multi-missile, 16 minutes after that, Ion cannon, and 11 minuts after that the hunter seeker. Superspec will die when the crash site is destroyed. Specs: Metropolis[Ally][Vet.2.46] Autoally Veteran patch 2.46 SuperSpec's (grant control) Blue tib trees & fona's (no firestorm needed) Map is very Alive!! We also made sure none of it would interfere with online gameplay. Cities are alive, Buildings light up when its night!! There is UFO abduction, Spiders hiding underneath bridges!! TRIPOD FROM WAR OF THE WORLDS KILLING PEOPLE! 😐 And when does that train end???????????? And a fully functioning hacked Crash site, turned SUPERSPECC Grant control to your superspec by clicking the crash site and pressing your assigned hotkey Yup, giving tiny little bits of money to each team player Close enough to looking dead So far, many players love the map and everyone wants to be super spec. If your a mod map player and prefer giants, just give this a shot. there is enough money and you'll get used to these cool dynamics, give it a shot! /map 101b0c50a42f13a2bf2dae67d8bedb8a4f258bd8  Metropolis[Ally][Vet.2.46]
  15. This mod will make the bridges on your map C4-able, to maximize use of the Ghost Stalker: C4BRIDGE.ini plus a little extra: Place C4 twice, and a C4 is pre-placed for when its fixed (like in gif ^^) C4BRIDGE.ini After inserting this mod in your map using XCC_INI_CLT (or just placing it in your map), you have to do 3 things to each bridge: Attach a trigger to the Bridge huts, Place the trigger's cel underneath bridge Place the corresponding waypoints Made a little gif tutorial to show you how: So to clarify what i did in the gif: Double click repairhut, and select an trigger that contains the word 'ATTACH', use the same trigger for both repair huts The middle 5 letters i selected are the ones you look for in Trigger Editor, this tag i used was 'SP5E1' ( Disable beginner mode in options, then Edit > Trigger options) Select the trigger SP5E1BridgeDestroyed, then click 'Place on Map' and place the cell underneath the bridge. Select the trigger SP5E1BridgeC4, select the tab 'Actions', and see which two waypoints are used, and select "Create waypoint with special ID", and place them right under the end and start of the bridge. Thats it, save your map.
  16. 1 sex 2 raising kids 3 muay thai 4 diet 5 dishes 6 business 7 marriage 8 chess 9 hide and seek 10 dying. Im bad at that
  17. Guess its the same with infantry, Kain. It might be less for barracks since its cheaper But you can do some happy math on this Lets say 100 is normal build time Placing 2nd building is 15% faster so 115% build speed 3rd: 15% of 115 is 17 so its 132% buildspeed 4rd building, 15% of 132= 20 so 152% So it will spiral up. 15% more, 17% more, 20% more, 26%. Which means to see a big significant change you gonna need mannnyyy manyy @dkeeton is there a way to download the old ts-spawn that has the old multi factory? So Kain-naik can play with that one.
  18. I was just making fun. But also it be really funny to have a superweapon like that, i was honestly gonna make it for fun lol. I'll do it don't worry, they just can't be repairable. Re-deploy Mcv has to be enabled if you want it to work, if unabled it would just disappear after redeploying so can't have that, the ticktank=yes code makes it unrepairable and makes it not disappear so it is how it is i made some tutorials on how to mod, the code for the oblisk i left at this topic Put gso and terrace lol ok ill do it for you cuz u asked so nicely
  19. Might as well make a superweapon that drops off 20 deployable oblisks in enemy base.
  20. Got some more, its just so nice to add or substract certain mods, added vet patch 2.46 and the giants mods, so u can easily delete or add one or the other Also pretty ra2 trees, quicktest and reveal map for testing maps Giantsmods.ini vet246.ini ratrees.ini QuickTest.ini Revealmap.ini
  21. Undeployable oblisk.ini Already added this in Giants 4v4: Giants w oblisk.map
  22. Here ya go Giants w oblisk.map
  23. Thaha, i enjoy giants only if its a short game. Rushing is all i do in giants, even with nod, 9 x outta 10 my rush succeeds. Giants is too lame of a gameplay to consider it real gaming, and the elite pro's are too good to play with. I don't ever see them come together and work things out, so i just keep modding, its fun by it self. ANYWAY!.... Ok I'll add the undeployable oblisk to a map, which map? Giants? ________________________________________ To make the undeployable work, the structure have to be given the rule: IsJuggernaut=yes or TickTank=yes, but by doing so, it is impossible to sell it. But i don't really see it as a problem.
  24. Holland

    Holland's maps

    Expanded warfare v1.07 [Vet2.46][AA][Ships][Oil] Holland expanded warfare.mpr Just a few ships, minimal mods for fair gameplay, should be pretty balanced Oil derricks on the islands, they give only 30 per 10 seconds captureable droppod radar in middle! Added: -vet patch, -deployable oblisk, -carryall for nod, -blue tib, fonas and mold (firestorm not needed) -C4-placeable Bridges, and pre-C4 placing If you C4 bridge after its blown up, you can pre-set next C4 Turned Repair vehicle into Repair Drone so it can repair boats as well: Full screenshot: Download: expanded warfare.mpr
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