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Posts posted by Holland

  1. This topic provides a very simple and fun way for both noob and pro modders to easily insert a mod into your map using Final Sun. Each INI file in this topic is an insertable mod. For the ones who don't know yet: CnCnet has uploaded a pack of the most popular fan made mods. Here you will find a seperate ini file for most of them, and how to add them in your map. Plus other usefull normal mods, like ion storms, reveal map, auto ally, pretty trees, etc.  and the rules in each mod is modified to be already playable after inserting. (SEE BELOW FOR ALL GIFS AND MODS)


    There are 46 new units, 27 new buildings, and 21 map mods provided in this topic. Each are explained and shown with a GIF or image. Each have a single download, and a full category download, and DOWNLOAD All of them here >> MODS v1.3.rar  <<<< Extract where ever you think is convenient.

    NOTE: 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)


    How to add the mods using Final Sun

    1. Open Final sun and make or load a map
    2. Make sure Beginners Mode is disabled. Click Option > Beginner mode.
    3. Now you go to Edit > INI Editing. 
    4. You can Insert your desired mod simply by clicking "Insert another INI file content"

    947277360_AddingINIs.gif.de78cbdc2f635825eb55c02aed1c9a95.gifIn this Gif i inserted the Big Sam

    Ofcourse you might want to edit the rules of a mod, when you can build it and how much it costs, how strong. For your convenience, under all the mods in this topic i added Tutorials on how to do this in FInal Sun (see 5th comment), plus a bunch of other tutorials for certain mods that need more doing. See the 5th comments of this topic

    Other Notes: 

    • 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)
    • I have not made a gif and ini for each of the fan made uploaded units and buildings, please see them all here: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ or view image:

      1489803292_Allmods.thumb.jpg.79f1803cb584ed7d8589942b9bc2d7bd.jpg (Click to view full image)

    All little tutorials are in the 5th 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/

    Here we go:


    (Download vehicle pack: All Vehicles.rar or download individual link)

    Big Ion Tank

    1888224590_IonTank.gif.a41bdfe559f64fe32f788e3c0322672a.gif Big Ion tank.ini

    LKO's Scorpion


    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.gif.b7063c94c7f5baa0cb223061daa13f73.gif Tarantula.ini

    Redeployable Oblisk

    oblisklol.gifredeployable oblisk.ini

    Predator Tank

    74250047_Predatortank.gif.aa628a89ffafc39311559a1b9722482c.gif Predator tank.ini


    Mongoos Mech

    Mongoosmechfire.gif.d2db0055a939b801435b13eef1e2827f.gifMongoosmech.gif.606fc521df3f7e504768147023e1e82f.gif Mongoosmech.iniMongoosmechdualproton.ini

    Heavy Assault Mech

    Heavy assault mech.gif Heavy assault mech canon.ini


    818695381_deploystosleepingttripod.gif.cbbaed7f7d7715ba13cb8ad1ec26c247.gifSleeping Tripod.ini


    Editing INIs.gif


    • Thanks 1

  2. 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)'

  3. 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.

    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!!




    And when does that train end???????????? :P

    And a fully functioning hacked Crash site, turned SUPERSPECC

    ufomoneytext.gif.f4f430e9a27dd7c98bd509daab015b23.gifGrant control to your superspec by clicking the crash site and pressing your assigned hotkey

    kodiakmoney.gif.a4b64466f590d05abf211c41bedc6c7e.gifYup, giving tiny little bits of money to each team playerdeadkodiak.gif.a713ffc9169e256de8f540fbfcbaeebb.gif  Close enough to looking dead :D

    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]

  4. This mod will make the bridges on your map C4-able, to maximize use of the Ghost Stalker:



    plus a little extra: Place C4 twice, and a C4 is pre-placed for when its fixed (like in gif ^^)


    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:

    1. Double click repairhut, and select an trigger that contains the word 'ATTACH', use the same trigger for both repair huts
    2. 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)
    3. Select the trigger SP5E1BridgeDestroyed, then click 'Place on Map' and place the cell underneath the bridge.
    4. 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.

  5. 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.

  6. 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

    • Haha 1

  7. 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.

    • Like 1

  8. 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! 


    • -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:repairdroid.gif.bd4b7d38ef7e310515662f79e622d618.gifcptedfdnd.gif.89009e72bef1b67d1f9055de4e6a40b9.gifioncrgehtct.gif.ba46f8462b0736793869caa6d95426bb.gif

    Full screenshot:expwfscrn.thumb.jpg.b2fceea0e62194e2f5a45ca49defb39d.jpg

    Download: expanded warfare.mpr

    • Like 1

  9. Fasted AI defense maps i ever made, SPIDER ATTACKSS, inspired by that bunker scene from Starship troopers lol.

    Used TSwavemaker to clone waves, and pre-made mods for some nice color effects, and all the spider types that have been uploaded thihi


    bug arena.mpr

    /map 4bd36da1c48df80961b7d857833c10857a74335f

    • Like 1

  10. To make it all a bit easier, here is a starting template for if u wanna make a map with oil derricks.

    Use this map template to make your map. The pyramids are the oil derricks, giving $85 per 10 sec, read the tutorial above on how to change it.
    You can also change the pyramids into ICCPP (the ion collector as shown on top of this topic) or any other building by using notepad's replace function.

    oilderricks template.mpr

    Click to download ^^


    Any questions, let me know

  11. There are indeed so many ideas and preferences, what i really like to see in the client tho, is a checkbox "Enable Mod..." when the host enables it, he can choose mods to be inserted in the game. And then for example when you join the game, u can see what the host has set, like:

    Mods enabled:
    - Undeployable Oblisks
    - Vet patch 2.45
    - Map revealed
    - Power mod

    Or any approved/popular mod, and perhaps a custom mod.
    Now THAT would be some cool stuff.

    • Like 1

  12. If its your own mod you can add a buildup animation in art.ini, i usually give it a little quick flashy-random animation lol. 

    I recommend downloading that mod mix and rip some of those civilian buildings, for those mods do have buildup aninations and cameos and such for alot of city buildings.

    Yeah you can do that or give the inportant buildings 'when destroyed', set local. Make a bunch of locals and give each building a trigger with a local and make an end trigger that fire when all locals are set

    • Like 1
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