
Holland
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Everything posted by Holland
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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
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Why is multiple factory no longer working in skirmish mode
Holland replied to Kain_niaK's topic in Tiberian Sun
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. -
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
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Might as well make a superweapon that drops off 20 deployable oblisks in enemy base.
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Other Using XCC INI CLT to add mods (TS mods included)
Holland replied to Holland's topic in Modding tutorials
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 -
Other Using XCC INI CLT to add mods (TS mods included)
Holland replied to Holland's topic in Modding tutorials
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Here ya go Giants w oblisk.map
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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.
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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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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
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Other Using XCC INI CLT to add mods (TS mods included)
Holland replied to Holland's topic in Modding tutorials
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Other Using XCC INI CLT to add mods (TS mods included)
Holland replied to Holland's topic in Modding tutorials
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Other Using XCC INI CLT to add mods (TS mods included)
Holland replied to Holland's topic in Modding tutorials
There is a bad OILDERRICK file in the above attachment, (money kept going after destroyed or sold) fixed it, get the updated one:8OILDERRICKS.INI -
(TS) Ion collectors as Oil derricks (like RA2)
Holland replied to Holland's topic in Modding tutorials
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 -
(TS) Ion collectors as Oil derricks (like RA2)
Holland replied to Holland's topic in Modding tutorials
Updated this again, there was a few flaws in there, totally forgot to add the "When destroyed (or sold), Stop money income" I believe its perfect now. download attached file, im not gonna copy paste it in here since it takes up the entire page lol 8OILDERRICKS.INI -
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.
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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
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if you wanna add a faction i recommend using TsClient. Ask rampastring for more info. Cncnet is not open source, its meant for the original game play but there are mods uploaded you can use in a map and play online, check inside the mix folder with xcc mixer. My way to add factions tho is to turn startunit into dummy, and add the factions mcv with a reinforcement trigger, thats the only way for cncnet to add factions, using spawn locations. Check the '5 mod mix' i made if interested, or download tsclient and ask rampastring or bittah commander. Also get on discord if you're not there yet
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- Twisted Insurrection
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$5 paypal
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pacmanv107.mprpacmanv107.mpr Pacman Make sure ur spawn 1 any other player thats also spawn1 can also eat the other pacman lol so i guess its multiplayer too perhaps add an ai /map c3c26cd9d9fd82824329ee831ab616bf3ba63cec GALAGA 10 levels, lol galagav103.mpr Be Spawn1, any other spawns wont get the new life or missiles
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Yeah u gotta add Spawn houses. it is a little confusing indeed but if u have the patience to learn you can make anything you like, what u do is u add [Houses] 0=GDI 1=Nod 2=Neutral 3=Special 50=Spawn1 51=Spawn2 52=Spawn3 53=Spawn4 54=Spawn5 55=Spawn6 56=Spawn7 57=Spawn8 in your map. U don't have to do this anymore if u use the updated final sun But since you already started the map without the final sun update, you gotta open your map file and copy paste this somewhere in there. Then after u save it and open it again with final sun, you can simply pick Change Owner, and change the owner to the spawn location, (waypoint 0 is spawn1, etc) But then you need to make sure all players are there ( or at least add AI's to make sure the spawns are there). If you want it for any amount of players, you have to use a taskforce,team and trigger 80 :reinforcments, there are a lot tutorials on how to do that if you don't know how, its worth learning it if you enjoy map making. ________ Your map idea, that does sounds cool. that is also very possible. There is a trigger with event "15 Destroyed, Buildings, #..." it triggers when the number of buildings, owned by the trigger's specified house, have been destroyed. That is a pretty cool idea and i was just thinking to make a city faction where u are a city-building like faction lol. also known as "The forgotten" That just sounds like anyone could make with final sun there are 3 maps i made/edited that kinda look like that, and they have buildable boats and harbor
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So to kinda get the idea of whats possible, check out my maps, skylegend and ptapiok's maps. Oil derricks are also possible, other ways to get money is by amount of kills and or buildings, or a 'by map spawned vehicle' that keeps to a script (like the boat in map Harbor wars) Boats are available You can start with any unit Basically anything in rules.ini is editable too, so also take a look in there. Unfortunately we can't create anything on 'when a player dies' (has to be implemented) Just know that there is a lot possible, please just post any idea, let your imagination go wild and I'll let you know of its possible
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U have to learn how to mod bro. Its very easy. Its not programming, its editing the rules. Just open rules.ini and look how easy it is
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A, easily done with [NAOBEL]Power= B, already done that a while ago C, thats easy, quick [LaserFire] 's color edit D, Volume louder not possible, but can change to any other scream or sound (CHECK TIBSUN.MIX>sounds.mix with xcc mixer to find your sound) You have to put the code edits in a map and play that map lol. And i do agree it'd be cool if its u deployable! Im on my phone rn ask me later if u want me to give u the codes