
Salvation
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Everything posted by Salvation
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I wrote my problem into an another section, but luckily i found this topic. In my map, there is three 1TNK placed on Guard -mode with teamtypes and they get confused. Have you ever encountered same kind of problems?
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This is a very long post, but i'm gonna trying to be short: Im currently having a problem with AI behaviour with my current mission. My plan is to do next: USSR must capture and defend four different technology centers. If any technology centers gets destroyed -> mission is failed. Each captured technology center gives you a four General units at your usage. The mission is completed when all Technology Centers are captured and enemy forces are destroyed. Currently when my engineer gets in Technology Center -> The units will come out but if someone destroys the technology center -> game continues running but no mission failed screen... Here is the trigger: Name: +1 Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: complex (event1 => action1; event2 => action2) Event 1: Entered by...USSR Event 2: Destroyed by anybody Action 1: Global Set... 1 Action 2: Loser is... USSR Linked to: Buildings - 1 and the [Trig] itself : +1=0,1,3,1,1,-1,2,7,-1,0,28,-1,-1,1,2,-1,-1,-254 Another problem [SEE THE ATTACHED PICTURE]: Currently Spain does have a four different patrols which will be created shortly after mission is started. The Tanks near at the Number 1 should be a one team and they should patrol nearby. The tank and two riflemen near the Number 2 are our own, independent team and they does not have anything relating on team number one. HOWEVER! Right after the mission starts -> One of the Team 1 tanks will switch places with Team 2 tank?! The red line means that those two tanks will switch places (see the attached picture). Here are the codes for this: Name: grd2 Owner: Spain Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 1 Action 1: Create Team... grd2 and Teamtype: Name: grd2 Owner: Spain Priority: 14 Max: 0 Num: 0 WayPoint: 50 Team: Light Tank 2 Orders: 0 Move to waypoint... 51 1 Guard area (1/10th min)... 2 2 Move to waypoint... 52 3 Guard area (1/10th min)... 2 4 Move to waypoint... 50 5 Guard area (1/10th min)... 2 6 Jump to line #... 0 Linked triggers: grd2 PROBLEM NUMBER THREE! Right after start, there are two 2TNK units placed on South-West and South-East. The unit from South-West should start patrolling. BUT! The 2TNK which is placed on South-East will actually starts doing that?!?!?! Both are Guard -stance and but if i set the 2TNK from South-East Area Guard -stance it will stay where it is supposed to and the unit in South-West will patrol as i've planned. I'm very frustated on this and during this evening i almost destroyed my keyboard and throw PC out of the window... this is very frustating since feels like nothing is not gonna work and i don't know or understand why! This mission is meant to come the next version of Command & Conquer REDUX for Red Alert 95 which im currently working on...
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
VERSION 0.99.9 HAS BEEN RELEASED! DOWNLOAD HERE: https://www.dropbox.com/s/i6ciqk4c9tzho2r/CCRDX.rar?dl=0 Here's a changelist: - Fixed graphics on GDI: In The Nick Of Time -mission, Nod: The Fist of Black Hand -mission; Removed forest since it does not match with Desert -theater. - Fixed Riflemen icon: It is now Rifleman. - Fixed Heavy MLRS tech level and prerequisites (both single- and multiplayer has a different ones, so AI has a chance to build it on skirmish). - Reduced the size of GDI's Leopard MBT. It does not leave trails anymore. - Added Tiberium for Jungle -theater. - Added several new multiplayer maps. - Added new mini-campaign; The War of North-Africa. It replaces Siberian Conflict -mini campaign. - Added new custom missions for 'GDI: Havoc got a present for ya' and 'Nod: Ambush of Hak'tyl railroad'. - Added Cave -terrain. - Added new building: Adv. Guard Tower as GDI defense structure. - Added upgraded version of Desert -terrain. Thanks for Tschokky from CNCnet.org. - Added proper infantry and tiberium graphics to RAED. - Updated hitpoints for GDI Hum-Vee and Nod VBL Buggy. - Updated hitpoints for Temple of Nod. - Updated Plasma Tank weapon. - Updated values of GDI Leopard MBT and Nod Slammer Tank. - Updated Nod Flamethrower values. - Lowered techlevel of Nod SAM-Site. - Raised Obelisk of Light tech-level. Have fun! -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Did you tested this? Feedback from players is important to me in order to find out what works and what don't. -
I just write up everything in the .ini -file and that functioned well. In this case, when new vehicle was added, i put everything between *** terrestial vehicle types *** and SCUD Launcher lines. If this was too fuzzy, i can write a step-by-step of how i get it working. I was using newest PortableRA version. Messiah, i also read that. Seems like it does not work very well as i expected...
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I was wondering these questions on another topic at the Modding -section, but i should do some research instead So, even if i put manually A.I build such unit as FTNK, it still won't build it even if it has own teamtype ? This confuses me a bit, since first you claim that A.I cannot build new units but few rows later you instruct to make teamtypes manually
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Last saturday i tested this and get it work. A clone 2tnk was able to build and it rolled out in the depths of War Factory. Everything worked well However, i was wondering that is it possible to get these clone units visible in RAED? Or making teamtypes where clone units appears? What does happen then? Should i just edit INI files after everything else is complete? Does anyone have any experiences about this?
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
A new version, known as V 0.99.9, is coming up during the next weeks. It includes new missions, new structure, graphic fixes and many other things. I'm currently working on Leopard MBT in a hopes to re-size it correctly so it won't leave trails. A full changelist will be included when next version is released. -
This looks really nice! Is it OK if i use this desert.mix in my own mod, CCRDX ?
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Thanks! Cave terrain will be seen in future versions. That terrain fits very well kind of a Red Zone. Perhaps a possible location of Temple of Nod / Temple Prime... -
Question about ra.afraid.org and other mod content sites
Salvation replied to Salvation's topic in Modding Discussion
It works for me now. But now i have second issue: Each time i try to download a mod i get following error/warning: "This page shares non-wanted applications" -> meaning that it contains virus? I could continue and download it, but that warning makes me a bit confused. Also, when i download someting from new units / new structures folder, it download everything allright? My anti-virus is AVG and browsers are google chrome / mozilla firefox. Once again, does anyone else have same kind of problems? -
Question about ra.afraid.org and other mod content sites
Salvation replied to Salvation's topic in Modding Discussion
....whaaat?! I get connection timeout -error every time i try. Other pages works well but not this... -
It seems like ra.afraid.org is down and it has been over a month? There was dozens of high quality ra1 mods, units and structures and other stuff that i might need / im interested to study them for my mod. I wasn't able to find any other topic related on this matter, so i must ask does anyone else having a similar problems and is there any other site, where i can download RA1 mods? sprites.openra.net is also down so it won't help me.
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Since im a kind of newbie when editing paletted pixel graphics... We'll see what we could do on a future releases. -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
In my opinion, the Air Control building looks fine However, i can be wrong also. Should i open the unit bmp/pcx/jpg files with photoshop and do some mighty stuff there? The first thing before next release to do is to re-size the Leopard MBT. I was aware of that this unit is currently too large, but i choose to left that currently intact and fix it before next release. I think it's not the first time when RA mod includes "too large unit" Here is an another gameplay video: https://www.youtube.com/watch?v=NSTBE_SUAOw&feature=youtu.be This is a skirmish battle between Nod vs GDI, the level is 1vs1 only and perhaps a bit too small for large armies. Control of the tiberium fields are crucial later on a battle. -
Let's have an example: So do you wish to change the unit Commando name on a certain custom map? As far as i know that is not possible. I think Red Alert 1 is the first game which allows players to change unit values which affects only on a certain custom mission.
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
1) Thanks for the advice. I will fix that 2) SHP issue is in my "to-do" -list. 3) Command Tower what? EDIT: -->> You mean Airstrike Command / Airstrike Control -building ?? -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Here is a little gameplay video: https://www.youtube.com/watch?v=7CrlE-89RYU The map, which is in this video, didn't make its way into this release. -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
IT IS HERE! CCRDX was laying on my old PC hard drive long enough so now i felt like i should release the Version 0.99. This release is a beta version of a game, so it isn't ready, not even close. So i wish everyone who plays this could give some feedback; balancing, what works and what does not work. Perhaps an idea for new units? There are several known bugs, such as that Leopard MBT is too big. Download here: https://www.dropbox.com/s/m0q1vcphijc4dn8/CCRDX.rar?dl=0 Have fun when when conquering the world of CCRDX! -
If you manage to get this work right, please post it here ASAP I think Discovert Ops mod has a more units than the regular ones? But if you're able to add more units than regular ones on the game, can you also put them on RAED?
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Problems when editing original missions
Salvation replied to Salvation's topic in Modding Discussion
Tactical note: When editing aftermath missions with Notepad, everything works fine and Absolute M.A.D:ness is not just a mess. Somehow RAED and trigger editing does not work so well? I think i should just re-make "Brothers in arms" -mission completely, changing the mission idea etc. -
Problems when editing original missions
Salvation replied to Salvation's topic in Modding Discussion
I was kind hoping that you will post something which will solve the problems, since your work with Red Dawn inspired me to do the same with my mod So my current Operating System is Windows 7, so should i run RAED compatible with Win98 in order to get it work more properly? -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Due to the issues of my personal life and Act of Aggression(), the mod wasn't able to release before end of 2016. My plan is to release this sometime before April. -
Problems when editing original missions
Salvation replied to Salvation's topic in Modding Discussion
Any help?? Im getting desperate on this.