Jump to content

nariac

Members
  • Posts

    157
  • Joined

  • Last visited

Everything posted by nariac

  1. I've made a test map for you, and I'll show you how to use it to quickly test videos. Extract these two files into your C&C95 folder, and you'll find a new mission called "Divide and Conquer" in your list of Nod missions. You can play it from there to test the videos. Now, to change the videos that play, you need to open the .ini file in Notepad (not the .bin one, leave that unchanged), and look at the section at the top which I've included a screenshot of. "Intro", "Action" and "Brief" are the script headings for the three videos which play before the mission starts, and I've preloaded them with the videos AIRSTRK, BANNER and ARIKA. These are the ones you can quickly change to test videos in a batch of three. Nyerguds has a handy listing of the code names for all the missions and a description of which video it is here: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/movies.txt Simply choose the code name for the mission you want to test and put it in place of one of the existing ones. DaC v.1.zip
  2. You could make a test Covert Ops mission and use it to quickly test the videos using a mission editor. You can easily do three at a time, because up to three videos play before each mission begins.
  3. I do have the missions, but I didn't have the screenshots. Luckily it seems they've all come back for my older missions, so I still had the ones I took for the newest two. And since we can now edit old posts, I could reattach them to the OP.
  4. Stealing.jpeg, Slaughter.jpeg, and GTM v2.zip
  5. Nice to see that the forum update wiped out every fucking attachment and screenshot I used for all my missions. *slow clap* And I can't edit the OP to re-add them? Wow, that calls for another slow clap.
  6. Actually, AI engineers don't actually care about stuff being uncapturable when they try to enter it. I've seen them enter SAM sites and gun turrets. They just disappear into them without capturing. I've seen that too. But I've had issues trying to replicate that. In one map I'm making the engineers walk past all the base defences to capture a refinery. I set [PROC] Capturable=False and they went further south to capture a power plant and a barracks ... ignoring a more northern powerplant and all the north base defenses ... I thought maybe the structure order in the INI file might govern capture priority since how north the building is doesn't seem to be reliable, but it seems it does not, either.
  7. I could hide a player building somewhere at the top of the map where it can never be revealed by the player or reached by the AI, to snag any "loose" units wandering around looking for something to kill. That might help.
  8. Damn. Well, I hopefully fixed the engineer issue by making everything north of them uncapturable. Not sure how to deal with the other one. Whenever I tested this GDI never attacked the factories, not even once. :/ One of the points of having that captured Tech Centre is that if any GDI happen to go hunting for something, they'll try to kill the Tech Centre because it's further north than the Weapons Factories, and they can't get in range of it, so ... But, meh, guess that didn't work for some reason.
  9. Yeah, they're dumb as balls. But hey, I guess the Nod drivers aren't familiar with such vehicles! Just adds a little more challenge to the mission. Also I didn't think there was any way to have a "bring X unit to Y location in order to win" without the X being its own house. If the player could drive the tanks themselves, they could just rush a recon bike to the evac point and win, or something cheesy like that.
  10. Hey there, got a Nod mission for you to sink your teeth into! This is an incredibly punishing mission where you'll have to make the best use of extremely limited resources, as well as pushing your ability to micro manage different units to the max. Believe me, you don't want to play this mission on maximum game speed! Firstly you have to penetrate a well defended GDI base with your commando team and whatever composition of forces you elected to train. Then you'll need to hold your position until the Nod technicians have stolen the pair of Mammoth tanks and are driving them out. Lastly you'll need to escort the tanks out of the base, through a couple of civilian villages to the waiting hovercraft, all in the teeth of a heavy GDI counter-attack. If either of the Mammoths is destroyed before it gets to the evac point, the mission is failed. Grand Theft Mammoth GDI is performing field trials of their latest version of the Mammoth Tank. The Brotherhood requires that you steal some prototypes so we can evaluate them for any weaknesses. Destroy the four SAM sites around the base, so we can send in reinforcements. Capture the Tech Centre, and escort the stolen tanks through the nearby villages to the evac point. That will prove a more amusing demonstration. Changelog: Made every building north of the Weapon Factories uncapturable to force the engineers to capture the correct buildings. GTM v.2.zip
  11. Hi guys, got a GDI mission for you here. You have to assault a heavily defended Nod sector housing a new Temple complex. Nod is really well dug-in in this mission, however there's a silver lining. GDI air power is holding off Nod reinforcements, but if you can destroy the comm centres relaying orders to those forces, the planes can instead aid you in assaulting Nod's strongholds directly. Destroying the comm. centres in the area will give you increasingly powerful air support for each one you can knock out. Operation: Talon The Brotherhood has set up a Temple complex in Africa, and we're moving in to destroy it. Secure the nearby area for reinforcements. Nod is using four nearby communication centres to coordinate their defense. Our airforce will keep enemy forces in the region from interfering, but if you can destroy those comm. centres, we can use those planes to support you instead. Wipe out all hostile forces in the area. OT v.1.zip
  12. Oh, I'm impressed. I was never able to get the hang of using that editor. I make missions for Tiberian Dawn, so if you ever want some really retro fun, check them out.
  13. Hi! Wish I was able to help you, but sadly my skills also lie with languages more than fonts. But I shall say this: Lurk less, post more! We need more active people in this place! Maybe make some missions for us to play.
  14. Thank you very much, that means a great deal to me. ^_^
  15. Either name is fine, I don't mind. Also, I'd be thrilled if you could include "Enemy of my Enemy" in one of your Nod collections at some point. It's probably my favorite Nod mission I've ever made, but has no feedback yet so I don't even know if the community likes it.
  16. It was inspired by that mission. But it plays very differently.
  17. Hello everyone. Since I noticed Chimas is collecting some more Nod missions right now, it spurred me into completing one of my many unfinished missions! So, here we have a Nod mission for you! Limited resources against great power, as is the Nod tradition! In this mission you start with a fairly well established base, except with a twist - several key buildings are fakes. You have to defend this position against GDI attacks for a while until most of their forces are spent, at which point you'll receive reinforcements in the south with which to attack GDI from an unexpected direction and cripple them. Then you can move in to finish them off. If We Build It, They Will Come We've recently set up an airbase in the mountains in this region. GDI has sent forces to cut off the base. This is exactly as we intended. The airbase is in fact a fake placed here to draw more and more of GDI's forces away from their main base straddling the river in the south. Hold our position, Commander. When the time is right, we will sneak reinforcements into the south. Take GDI by surprise, destroy them all. TWC v.1.zip
  18. nariac

    GDI Missions 15

    Damn, that's a shame. So many of my missions could have benefited from a bit more room, and some of the ones I'd like to do would never fit into 64x64.
  19. nariac

    GDI Missions 15

    Nice. It's always bugged me how the Westwood level designers seemed to have a very limited idea of how river flow and gravity works Not much we can do with the circular river they used as the Temple moat. >.> Any chance this will spur onwards an increase in Tiberian Dawn map sizes to Sole Survivor size? *puppy eyes*
  20. nariac

    GDI Missions 15

    The grey conyard is the new "secret" conyard for the remade A map, since the old secret yard is the new main one. When the mission starts, the AI will build the grey one. And yeah, it's CCWMAP, so the grey buildings are all the ones the AI builds which don't start placed.
×
×
  • Create New...