
Salvation
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Okay, now i got it! Thanks for this, i tried to found out this for many years and now i got it! Can you help me on another issue? Im trying to edit original aftermath -expansion pack missions, like adding new triggers or teamtypes or adding/changing buildings and units. I made my changes, save them and start playing mission -> the mission is quite a mess, triggers won't work or appears randomly?! Sometimes even whole game crashes. These are new triggers and aren't linked on the original ones. Let's have an example: After editing brothers in arms -mission (switched all camo pillboxes -> basic pillboxes), all triggers went haywire and nothing really works? Game crashes or the Spy won't even get out of the FCOM or mission fails for the minute when Spy gets out of the FCOM. EDIT: Example number two: Aftermath -mission Absolute M.A.Dness: Theater was changed, migs that attacks against your power plants were changed to hinds, three out of the six BadGuys Mammoths are now MRJ's and teamtypes adjustments so they get invulnerability when MAD tank gets detonated. -> However, after these changes MAD tank detonation imminent -ID text does not appear, Mammoths and MRJ's does not get invulnerability. No trigger changes, only teamtype adjustments.
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Im having a question about Global -value which appears on RAED? I mean, what the hell does it mean? I've read the map making manual but still it does not open / i don't fully understand. This thing appears almost every mission created by Westwood, but not user created ones... Let's having an example: Name: inva Owner: Spain Existence: constant (any linked event -> switch) Type: simple (event1 => action1 [+ action2]) Event 1: Global is set... 9 Action 1: Create Team... inva Action 2: Create Team... invb -----> So, when Global is set to 9, two teams will be created. But i just don't get it.... What is Global and what does it do?
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Hi! Im having a problems when i try to edit some Aftermath missions. I'm currently making a mod for RA and my first stage of creating playable content is to convert original missions compatible for my mod. However, things haven't go the way i meant to supposed and i have faced several problems with them. My first stage is to convert Aftermath expansion missions compatible, above is a list of what kind of problems i have encountered: Brothers in Arms: - After i switched several base defenses and placed units on different locations the triggers are being mess up. Sometimes when Spy gets out of the FCOM the mission will be failed. Sometimes chrono tank -trigger is activated once airplane drops Spy. Don't drink the water: - At the beginning, i added a trigger that once your reinforcements will arrive with Transport, a Commando will also deployed via Transport Helicopter. The MCV trigger was changed -> MCV with several reinforcements will arrive at the corner, not by water transport. The game crashed?! BUT when i changed that Commando will be sent by Transport -> everything worked perfect? Only several new units were placed anywhere on the map. Harbour reclamation: - If i'm using Demo Truck tactic and head into their main HQ (where Con Yard is deployed), the game crashes. Save games won't work (game crashes). Several new triggers(destroying mammoth that protects ore field will chronoshift chrono tanks to your base) and teamtypes have set. The Main HQ includes a Gap Generator, Tech Center, several new units placed. Soviet Tech Center removed. - When you send Demo Truck into that main HQ against tech center -> after that the game immediately crashes?! No triggers have placed on that building. Monster tank madness: - Mammoth Tanks switched to General(s). When they head into soviet main base, they got stuck for moving between waypoint 34 and 35 and won't destroy the base. One of the General(s) got lost somewhere? The idea was that General(s) are like Cyborg and they got berzerk when you send a Spy on Radar. - With the mammoth tanks my next problem was that when they invade main soviet base and after the destruction of demo trucks -> game crashes immediately. - Removing demo trucks -> everything works fine? - Only several base defenses have switched and added units. Negotiations: - Several infantry units switched -> the civilians won't follow after Tanya goes rescuing them? - Chrono Tank trigger will send now medium & tesla tanks. PAWN: - Tanya can be built even if allied tech center is not constructed? By reading ini file i does not find mention that E7 -values could changed? - Placing tech center allows you to build units that requires allied tech center - 2TNK requirements is weap + service depot -> changing values from mission ini file (example: requirements weap,atek) -> does not affect anything? So what the hell is wrong? Should i remove all triggers and made a new ones? I does not have any error log files (except harbour reclamation). Mostly i have made some teamtype changes and added some nasty triggers (you're getting nasty surprises behind your base defenses). I haven't edited the values of Demo Truck or its weaponry.
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If i have understand correctly, the Rules.INI edits only things that appear on game, not RAED. So whatever i ever do with the rules.ini does not change anything on RAED editor. I'm currently making a mod on RA1 so i think it would be a easier for custom content creators, if unit names in RAED are same as what they are in mod.
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
It's not yet ready. Release date: When its done -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Little update... Currently units, unit sounds and music are ready for the first release, known as version AlphaBravoCharlie 1.0. Just a little tweaking... that's all. Also i have converted several aftermath missions compatible for this modification. The first release does not include single player missions made by myself. I have concentrated very much of getting the first version out which includes units, structures and voices/sounds. In a future, there will be custom missions. Here's a few screenshots... -
Since this topic contains discussion about RAED mission editor, im going to ask my question here: How to edit unit names in RAED editor? For example: Renaming Medium Tank -> Mammoth Tank? I already tried to edit raed.exe with Notepad++ but it didn't work. The whole exe file went useless after editing it. I already studied raed mix files, but i didn't find anything useful there. So what should i do? Any ideas?
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* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
Okay, seems like i went a bit too far currently i have no need for TS shp's, but it sounds interesting in future to learn how to import buildings to RA1. -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
So it would be a quite challenge to adapt/convert voxel mammoth tank into RA1 ? -
* NEW RELEASE * Command & Conquer REDUX for RA1
Salvation replied to Salvation's topic in Modding Discussion
I find it also on ra.afraid.org Btw, is there some specific instructions of how to convert TS units/structures to RA1 ? Probably somewhere in this forum or where? Currently i am able to convert C&C units to RA1 so it would be a quite challenge to do same with TS to RA -
*NEW VERSION HAS RELEASED 9th of June 2021* Hi guys! Download here (new version V0.99.9.2, 9th of June 2021): https://www.dropbox.com/s/8o4atgwe9r3fax5/CCRDX-2021.rar?dl=0 ------------------------------------------------------------------------------------------------------------------- Im currently working on a mod that takes us on a different timeline of Tiberium universe. GDI and Nod are still fight against each other, but both sides has a completely different arsenal than C&C95 had. In this timeline, The First Tiberian War were not fought on 1995, it only takes place on somewhere between 2015-2020's. Since the global economic disaster that appeared on 2008, Nod has grown up and gathered up massive army. Tiberium meteor was also hit on earth at 2007 and has terraformed earth on a something which is not on this reality. There will be no mercy... My goal is to release the first version during this year. Currently both GDI and Nod are ready (shp's and voices). There are several multiplayer maps and hopefully i can convert several CS/Aftermath missions for compatible into this mod. Thanks to Allen262 great Red Dawn mod, i was able to use many shp's from there. Also several shp's were loaded from sprites.openra.net and ra.afraid.org. Few of the shp's are made by me (partially).