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McPwny

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Everything posted by McPwny

  1. McPwny

    Lightning Gun

    [TeslaFragment] is already in the game, its used on shock trooper's elite weapon. to answer both your questions Yosef, the only way to attach an animation to a projectile like that is through art.ini, which i cant port to map files. just like the 'making enemies into zombies' thing. it could be done through genetic mutator logic if i could edit art.ini. the only thing you can do with JUST rules.ini is give warheads "Infdeath=9" and they will turn into brutes (or whatever AnimToInfantry= is) while i am posting, i made another mod-map compatible lightning unit: an artillery that deploys into a defense that sends out aircraft to attack with a storm weapon. [Particles] 24=HugeSpark 25=CloudParticle [ParticleSystems] 15=HugeSparkSys 16=CloudParticleSys [XCOMET] EliteSecondary=STORMAIRBURST [AircraftTypes] 13=STORMRIDER [AMBU];these two are the unit that deploys and calls the storm planes UIName=STT:EMPTY Image=LPST Name=Storm hub (mobile) Prerequisite=GAWEAP Strength=500 Category=AFV Armor=light DeployTime=.022 TechLevel=5 Sight=8 Speed=6 CrateGoodie=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=2500 Soylent=2500 Points=25 ROT=5 Crusher=yes Turret=no IsSelectableCombatant=yes Explosion=EXPLOLB VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ImmuneToRadiation=no ImmuneToPsionics=yes Size=6 ;4 ride for the price of one Insignificant=no Trainable=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF PipScale=none Spawns=STORMRIDER SpawnsNumber=1 SpawnRegenRate=1200 SpawnReloadRate=200 Primary=DefuseKit Secondary=HornetLauncher IsSimpleDeployer=yes UnloadingClass=FTRK DeployFire=yes DeployingAnim=none OpenTransportWeapon=1 SelfHealing=yes [FTRK];these two are the unit that deploys and calls the storm planes UIName=STT:EMPTY Image=SONIC Name=Storm hub (mobile) Prerequisite=GAWEAP Strength=500 Category=AFV Armor=light DeployTime=.022 TechLevel=-1 Sight=8 Speed=6 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=2500 Soylent=2500 Points=25 ROT=5 Crusher=yes Turret=no IsSelectableCombatant=yes Explosion=EXPLOLB VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ImmuneToRadiation=no ImmuneToPsionics=yes Size=6 Insignificant=no Trainable=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Spawns=STORMRIDER SpawnsNumber=1 SpawnRegenRate=1200 SpawnReloadRate=200 Primary=DefuseKit Secondary=HornetLauncher IsSimpleDeployer=yes UnloadingClass=AMBU DeployFire=yes OpenTransportWeapon=1 SelfHealing=yes [STORMRIDER];this is the storm plane itself Image=ASW UIName=STT:EMPTY Name=stormrider Secondary=ASWCollision Strength=75 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=2 RadarInvisible=no Landable=yes MoveToShroud=yes PipScale=Ammo Speed=16 PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=500 Points=20 ROT=3 Ammo=1 Crewed=no GuardRange=30 Explosion=KTSTLEXP MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=OspreyDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MovementRestrictedTo=Clear ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff AuxSound2=IntruderLanding ImmuneToPsionics=yes ImmuneToRadiation=yes VeteranAbilities=STRONGER,FIREPOWER EliteAbilities=STRONGER,FIREPOWER,SELF_HEAL,FASTER Primary=STORMBOMBERGUN ElitePrimary=STORMBOMBERGUNE [STORMBOMBERGUN] Damage=10 ROF=10 Range=5 Projectile=STORMPROJECTILE Speed=70 Warhead=STORMCLOUDMAKERWH Report=WeatherStrike Burst=1;2 [STORMBOMBERGUNE] Damage=10 ROF=10 Range=7 Projectile=STORMPROJECTILE Speed=70 Warhead=STORMCLOUDMAKERWH Report=WeatherStrike Burst=2 [STORMPROJECTILE] Arm=2 Shadow=no Ranged=yes AA=no AG=yes Image=none ROT=100 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Airburst=yes AirburstWeapon=STORMAIRBURST [STORMCLOUDMAKERWH] CellSpread=.3 PercentAtMax=.5 Verses=5%,5%,5%,5%,5%,5%,5%,5%,5%,5%,5% InfDeath=5 AnimList=none Particle=CloudParticleSys [STORMBOMBERWH];this is the warhead that is actually used for damage Wall=yes Wood=yes CellSpread=1.0 PercentAtMax=.5 Verses=70%,70%,70%,80%,80%,75%,13%,13%,13%,100%,100% Conventional=no Rocker=yes InfDeath=5 AnimList=WCLBOLT1 Tiberium=no Particle=HugeSparkSys PenetratesBunker=yes [STORMAIRBURST];this is the gun that is actually used for damage ROF=40 Range=3 Speed=30 Damage=90 Report=none;GuardianGIDeployedAttack Warhead=STORMBOMBERWH Projectile=InvisibleHigh [HugeSparkSys] HoldsWhat=HugeSpark BehavesLike=Spark ParticleCap=5 SparkSpawnFrames=25 LightSize=50 OneFrameLight=true SpawnSparkPercentage=.1 [HugeSpark] BehavesLike=Spark MaxEC=1500 XVelocity=30 YVelocity=30 MinZVelocity=80 ZVelocityRange=40 ColorList=(255,255,255),(100,100,255),(100,255,100),(255,100,100) ColorSpeed=.13 [CloudParticle] Image=WCCLOUD3 MaxEC=120 Translucency=50 Velocity=1.0 Deacc=.15 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=60 StateAIAdvance=1 [CloudParticleSys] HoldsWhat=CloudParticle Spawns=yes SpawnFrames=1 SpawnRadius=500 Slowdown=.0085 ParticleCap=8;gs8 SpawnCutoff=1.1 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke
  2. i made it all. if you or anyone else wants to use any of the units or hacks in my map, feel free to.
  3. McPwny

    Lightning Gun

    some time ago i saw a weapon in a mod map that spawns a cloud above the target and hits it with lightning, like a storm weapon. i thought this was a cool concept, but it looks stupid, and has a lot of down sides because it uses airburst logic: like being unable to shoot aircraft, being unable to use combat lighting, and being unable to have shrapnel weapons. so i made a better lightning gun of my own design, and i would like to share the code for anyone looking to make some sweet mod maps: [LightningGun2] Damage=75 ROF=80 Range=9 Projectile=LightningGun2Projectile Speed=40 Warhead=LightningGun2WH Report=WeatherStrike Bright=yes MinimumRange=3 [LightningGun2WH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=90%,85%,80%,85%,85%,75%,85%,80%,65%,100%,100% Conventional=no Rocker=yes InfDeath=5 AnimList=EXPLOLB ;KTSTLEXP Tiberium=yes Bright=yes CombatLightSize=300% Particle=LightningGun2Sys PenetratesBunker=yes [LightningGun2Projectile] Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no AA=yes AG=yes ShrapnelWeapon=TeslaFragment ShrapnelCount=5 [LightningGun2Part] Deacc=.05 Image=WCLBOLT1 MaxEC=3 Velocity=1220 EndStateAI=3 WindEffect=4 BehavesLike=Smoke Translucency=0 StateAIAdvance=4 DeleteOnStateLimit=yes [LightningGun2Sys] Spawns=yes Slowdown=.03 HoldsWhat=LightningGun2Part BehavesLike=Smoke ParticleCap=7 SpawnCutoff=16 SpawnFrames=15.5 SpawnRadius=1 SpawnTranslucencyCutoff=12.5 ; and dont forget these bits: [Particles] 23=LightningGun2Part [ParticleSystems] 14=LightningGun2Sys it really does look better ingame, the gif maker had a hard time recording the quick flashes of lightning EDIT: i made a map-mod compatible tank to go with it; it has a sort of "battery" logic where it stores up and depletes an energy bar [SUVW] Image=DSHP UIName=Name:GAWEAT Name=storm tank Prerequisite=GAWEAP Strength=300 Category=AFV Armor=heavy TechLevel=5 Sight=8 Speed=5 CrateGoodie=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=500 Soylent=500 Points=25 ROT=5 Crusher=yes Explosion=KTSTLEXP VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand ThreatPosed=20 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToRadiation=yes ImmuneToPsionics=yes Size=13 Insignificant=no Trainable=yes SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer PipScale=Ammo Passengers=0 DefaultToGuardArea=yes GuardRange=12 OpportunityFire=yes DistributedFire=yes Reload=60 EmptyReload=180 ReloadIncrement=30 PipWrap=6 InitialAmmo=6 Ammo=18 Primary=LightningGun3 [LightningGun3] Damage=50 ROF=10 Range=12 Projectile=LightningGun2Projectile Speed=40 Warhead=LightningGun2WH Report=WeatherStrike Bright=yes MinimumRange=3 OmniFire=yes
  4. it is pretty tough yeah, though plenty of people beat it. it takes most players two or three tries to get the hang of it. thanks for the video by the way, YosefAnan https://www.youtube.com/watch?v=aPTehnHm_tk
  5. i would love to, except im going to be pretty busy since the semester just started. im glad you like it though
  6. thats weird. ive never gotten an IE or disconnect with this map over dozens of trial runs. the only thing i can think that could possibly cause one is that one of the six player slots hasnt been filled.
  7. ive made a new map over the course of college break, and its a bit over the top. its a three player map, two players find themself with a soviet base and one player finds themself with only einstiens lab, a radar, and a whole bunch of sweet technology. the map progresses in difficulty at a steady pace and gets pretty crazy near the end. if you make it to the end, there is a part two to the map which i will just leave a surprise. the map is about micro managing your units quickly, being smart about how you deal with each wave, and team coordination. heres a sample of some gameplay from an early beta test. Einstiens Daydream.map
  8. you can do it by taking the attached file, playing with the numbers in a text editor, then going to FA2 →Edit→INI editing→"Insert another INI file content", put the file contents into the map, and save. you can see the changes when you make a rendered image of the map, so its pretty easy to fine tune quickly. lamps.ini
  9. sweet map. looks really good and i didnt even see any errors in it on FA2 at all. INI editing those lightposts wouldnt hurt, though
  10. nobody tell that guy he cant lose if he chronospheres an MCV directly into an invisible lightpost!
  11. just take a look through the mix files for a while. i can tell you from memory the vxls and .ini files will be in local.mix inside of ra2.mix. as for the thing about putting yr stuff in normal ra2, you can put the files in your root ra2 folder, or in a mix you make in that folder, and then write the content into both the rules.ini file, and the art.ini file.
  12. there is a yuri prime in non-yr ra2. its pretty much just a normal yuri with longer range that doesnt float or capture buildings. or it was. it looks like a change in hard code happened between the two games, and it wasnt adjusted for. [SuperMindControl] ; this is the yuri prime weapon from yuris revenge Damage=1;Number of mind control links ROF=200 Range=7 Projectile=PsychicControl Speed=100 Warhead=ControllerBuilding ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes [SuperMindControl] ;this is the yuri prime one from vanilla Damage=10;Needed to be considered offensive unit ROF=200 Range=30 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes
  13. CAWA2A, CAWA2B, CAWA2C, CAWA2D are the .INI names of the 4 'pieces' of the pentagon building. for whatever reason, they are listed as prerequisite overrides on the navy seal unit. you can build seals if you garrison the pentagon. the CA stands for civilian. buildings that start with NA stand for "Nod" and ones that GA stand for "GDI", and that system was kept from tiberian sun and was made to mean "soviet" and "allied" in ra2. the WA 2A, 2B, 2C, 2D part doesnt mean anything special. someone just decided on that name when they made the building images. the WA here means "washington", like the 'RUS' in "CARUS01" mean "russian"
  14. oh weird! something went bonk in map triggers. did you edit the map file by chance?
  15. you must be playing the original ra2 without the yr expansion in skirmish. you can enable them in skirmish by editing the rules.ini file that you will find in the .mix files in the game folder, which you can open with xcc mixer. after that you can put the extracted, edited .ini file in the game folder and it will overwrite the one in the .mix file.
  16. did you think i was just being sarcastic? no but really action 63(apply 100 HE damage at waypoint...) works just fine on high bridges...
  17. i dunno, try spawning a navy seal next to the bridge with a script to blow up the bridge and delete itself when the map starts or something
  18. i dont know if anyones ever thought of this or not, but its really bogus how theres no way to select and delete a map from the cncnet client, yet people can just press the down arrow to scroll through maps and quickly transfer dozens and dozens of undeletable maps. whats worse is that since the maps are all randomly named in the custom maps folder, there is literally no way to get rid of the masses of junk maps, short of deleting the whole contents of the folder. this is bullcrap; not only are there innumerable broken and duplicate maps circulating and congesting every single user's map select screen like the arteries of a donut addict, but its also causing people to play literally nothing outside of the few maps they know probably arent broken, meaning there are lots and lots quality maps never being played. please please please for the love of god would you add a way to delete maps from the client?
  19. even if you set war and chrono miners to "CrateGoodie=no" in a map ini file, they still appear in crates. this happens in cncnet but not in vanilla
  20. heres the map, xcc didnt want to convert it because it wasnt a jpeg or smth xcc recognized. the file size went from 90kb to 300kb by adding the image, by the way. dryheat8p(2).map
  21. what a nice map, i did a lookover of it in fa2 and found only 2 small errors in it. cliffs like this should always these little guys in them so it doesnt cause clipping and this building, which is on the top edge of the map, will leave rubble and also overlaps a cliff tile, so destroying it might cause you an IE thats it though. the map looks flawless. the shores, ramps, tiles, and details look perfect. even the back of the cliffs are clean.
  22. thats because most infantry and tanks share locomotors, like tank destroyer and gi use the same one. im not real familiar with locomotor logic, but i do know: {2BEA74E1-7CCA-11d3-BE14-00104B62A16C} water {92612C46-F71F-11d1-AC9F-006008055BB5} jumpjet {4A582742-9839-11d1-B709-00A024DDAFD1} hover {55D141B8-DB94-11d1-AC98-006008055BB5} walker (TS) {4A582743-9839-11d1-B709-00A024DDAFD1} subterranean (TS) i honestly doubt the problem is fixable at all, but if you are hell bent on trying to hack it, this might be worth trying
  23. also i should make a correction on the very first thing i said; the bug is caused when a unit occupies 3 cells at once during the turn frame, not 2 like it does during normal drive. someone speculated that this only happens with the "drive" locomoter, but im not going to go and do something stupid like insist something is true when i havent seen and confirmed it myself.
  24. all completely hallucinated and wrong a blatant lie using my name and also wrong wrong and wrong you pm me this when i say "prove it": and proceed to call me a "hater troll" in pms and ping me like six times... dude literally why?
  25. it makes no sense that battle fortress would be able to clear dead cells. whats it going to do? kill the shadow of the already dead unit? i wouldnt even insist on this except ive seen battlefortresses caught in dead cells plenty of times. literally everything you have said in this thread is straight up wrong and i find it suspicious.
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