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Holland

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Everything posted by Holland

  1. 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
  2. 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.
  3. 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.)
  4. 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
  5. 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
  6. Kinda shamefull of me to reply 2 years later lol, anyway: Good question, well you can swap turrets and give any turret to any structure. u can also give some structures a different Image and alot of them wil mix both images together. U can use almost all animations as projectiles, and even warheads. and u can use projectiles as walking units, lol. There is a whole lot of that, but there is no image editing, you can use all images inside the mix files, but the limit is at the Art.ini, here is where the animation loop count, theaters and coordination of calibrating files meet. And there there is the landscape stuff, inside of temperate.ini. But the magic happends inside the rules, like Is land buildable? or increasing/reducing speed to certain unit types. ANyway, To my understanding there are only 2 veterancys. Veteran and Elite, you can only change the factors in rules. It would be cool to have more, need som hax editing on that one. So really to awnser your question primarily,, You can go REAL far and edit ALL behaviours, but you can not add anything into rules. YOu can edit Armors and Verses, but not take health out completely and only leave armor. But if you combine edting TS with Triggers, you can become real creative. Its just real awesome that all rules are editable in a map, would be cool if it would be the same for the Art.ini! But no the things u stated are not possible unless u edit the exe file yourself, Wow thats a splinter. Damn i would have no idea how to fix that. ill have to really look in to it. Have you tried looking up the error code? No man!! i want to get into it, but im just glued to TS. lol
  7. Did you fix the ion storm and the train with bridge- problem yet?
  8. @Rampastring @dkeetonSo i'm hoping to resolve the issue with the event "Credits exceed..." it's very buggy. I've been doing tests all day with all kinds of different value's. Sometimes it works, sometimes it doesnt. no matter using the "give credits" action, start money,, anything.. its just.. " sometimes it works, sometimes it doesnt". Help would be greatly appreciated Anyway, in final sun's FS Data, its listed like this (events): 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,1,1,12
  9. EVERYONE CHECK OUT NEW TS!!! OMG YES!!!!!!! ITS THERE!!! WOOOOOOOOHOOOOOOOOOOOO EVERYONE CHECK OUT NEW TS!!!
  10. I turn off music volume, and listen to terence mckenna or freeman fly in the background. Conspiracies are awesome to listen to while playing
  11. Any luck on the old attachments from old theme? Would love to retrieve those
  12. Haha ok. I'll work on it when i have time, today or tomorrow hopefully. What about removing the timer? and make it a little harder, u want me to add some crazy attacks every now and then? Or instead of winning after timer, an invasion of massive units will come, whatever you want hihi
  13. tell me which missions and how long u want the timer and i'll send u the missions, download XCC Mixer utilities, open XCC Mixer (with admin rights) and i'll tell you how to replace the files. I'll find out where.
  14. Wow it takes courage to post this. Its a real tough journey, but life is tough. being conscious about it is the first step ofcourse. And you just did, now writing things down is the key here. First you gotta have goals, write them down. Really think about your goals, but more importantly why you want to reach them. Make a list and hang it on your fridge. Believe me, a great goal is the most important cuz Its the key to be persistant. Second, Write or track down everything that goes in your mouth. Its hard to keep this habit, i failed, but i am on the paleo diet so i alrdy know what i eat ofcourse there are many ways to lose weight but why you want it is the trigger to all. Life is hard anyway. What u choose to be, Victim or warrior? Pain is inevidable, suffering is optional. learned all this from my martial arts master, and i recommend MA too, to get not only your body, but your mind and spirit in great shape. (Muay thai is great) We learn bad habits from our parents, they did from their parents and so on, the cycle have to break if we want to survive, no joke. And when we learn to be persistant, we could accomplish Anything, truely. Goodluck brother and you dont haVe to do this alone
  15. That doesnt work yet. We gotta wait for the new ts-spawn to be uploaded, then we can use spawn locations in events and trigger owners, untill then u gotta use event parameter minus 1 ( -1).. which means 'entered by any', the best thing to do now is to create 8 different triggers with change house 50 to 57. you can also add 50=spawn1 51=spawn2 etc.. under [Houses] in your map file, and then just use change owner in the main left column in final sun, but that triggers at the start of game ofcourse. and it crashes if not all players are there.
  16. Cool! Yes it will! Like magic lol i made some more tutorials if you're interested., https://forums.cncnet.org/topic/4538-final-sun-create-missions-amp-compstomps-gif-tutorials-ts/ https://forums.cncnet.org/topic/6410-final-sun-video-tutorials/ https://forums.cncnet.org/topic/6380-ts-how-to-add-teams-by-spawn-location-in-your-map/ https://forums.cncnet.org/topic/6277-brand-new-tutorial-for-new-map-makers-create-your-own-mods/ lol maybe too much for u right now, anyway, don't be afraid to ask anything u want
  17. for TS, in Final Sun: -Make sure Beginners Mode is turned off (Options > beginners mode) - Go to Edit> Trigger Editor - Click on 'New Trigger' -Select House: Neutral -Click on the tab "Events" and select 'new event' Pick event Type: '8 Any Event' -Click on the tab 'Actions" and select "new action" Select Action type: '27 Timer Set' type in 600 at the Parameter (600=30 minuts) Now you gotta make another one Click on New trigger House Neutral, Event: '14 Mission Timer Expired' Action: '2 Loser is.' with Parameter: Neutral Thats it. You can name your triggers too if you want
  18. Hey Funky! I know you're working hard on everything, but I just wanna bring up this stuff - no rush though. Just wanna see your thoughts on this First, about the new ts-spawn, its been tested many times and had no problems what so ever. Can't wait for it to be uploaded. Second, we have gathered a bunch of voxels and shp files. (I know dkeeton and you talked about it a bit) Worked really hard on them to make them all work and ask permissions. I uploaded all the stuff for if you wanna look at it, (and for other readers to test it out) It might still need some work but that's no problem, im just throwing it out here already Pack includes: - expand11 (containing a few ecache.mix files with all the files) - Accounting excel sheet with all the information - art.ini - a map to test all of the stuff - and the new ts-spawn (use it to test map) Everything can still be modified ofcourse. We have a google drive with all the files, all seperate rules and art ini files for each new voxel/shp. https://drive.google.com/file/d/0B6M2MyqeyRCzMlQ3UnNPTHFpTWM/view?usp=sharing
  19. Sounds like a major hex project, somebodys gonna have to pay dkeeton for requests like this lol
  20. Nice!! i like a bunch of them. I got some civilian vehicles too, but i will definitly add these. At least, most of them. Its alot of work tho lol These are the ones i added http://oi65.tinypic.com/mt368w.jpg , http://oi68.tinypic.com/2nq9tdt.jpg
  21. TOPIC EDIT Alright so its about time i round up the new collection of assets. Here some more pics on what to expect. I'm personally inlove with naval in ts, so i took most of the time to add Askhati's naval assets, and tried to make something myself as well, but not much luck. Nolt also made a real nice naval asset: Further more, i used some of Nolt's crystal art to make some tiberium for on sea. the harvesting anim is still a work in progress. Gonna make it like Harbor wars, but this time we'll be able to build a naval ref, but the harvy can't be controlled. it has to stick to a script to make money. After upload i'll make a playable naval map and might try to balance it as similar as normal TS as i can. Askhati made this awesome little canon like 10+ years ago, also adding. Plus i found out that these turrets are also publicly released. I might try to add them too, perhaps next upload Also adding those other 2 tech centers, or upgrade centers, just gotta find the files, and also this one: Further more, gonna add the Snow asset for XTX too: And me and BK57 made some art on terrain, but still needs some work. Needs lots of work. perhaps next upload Trying to make destroyable concrete cliff too, lol perhaps next upload Ill probably add just the letters and just a few symbols for now. And lastly, some Christmas stuff, so we can make some more snow maps. perhaps next upload I replied to this topic with the current to-do-list. END TOPIC EDIT The maker of the mod TS Dusk happily gave us permission to use his assets: Nolt has created an amazing Oil derricks for tiberian sun, that he publicly released: Now, after rampa's oilderricks is implemented, we can add: ProduceCashAmount=x (where x is a number between 0 and 255, credits given on each 'tick' of the logic) to a building. So thats really cool! Thirdly, i've been kinda making some animations to use on map for the trigger "Play anim at waypoint..", so you can do stuff like this: I'm also cleaning up the art.ini, fixing some of LKO's stuff, and fixed the parashute to play a little longer: [AudioVisual] Parachute=PARACH2 Alright and here the part where i need your input, I wanna add some stuff from the old Crystalized doom, but its too much to add them all. So please tell me which ones are your favorite. Please save image and circle the ones u really like: To see them in actions, click on these links to view gifs: cabal n forgotten stuff nod n gdi stuff biggest vehicles infantry remember i repurposed this topic from 2017 lol, old message:
  22. Awesome. I suck at ra2. Pls make some tuts about what to build and the shortcut keys u use
  23. Ah yeah dude. I guess ur right. But im using this goal to create, dont have to reach it. So you don't wanna participate? I mean just imagine something you would love to play.
  24. I didnt even think about FS, lets keep that off and disable the units. Anyway, To start with infanty, nods light infantry are gonna be robots. Slighty stronger, also a nod scout trooper and maybe a stealth one with radar prerequisite. I love discthrowers tho, maybe make a similar weapon but slightly different. Give medics a secondary weapon or extend its range, speed or increase heal power. edited units will use a different sidebar pic and voxel itself. What u think
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