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McPwny

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Posts posted by McPwny

  1. i guess if his aim with that infantile little rant was to troll you, then it was surprisingly effective. you will just have to not speak to him, or speak to him on a level he can understand.
    ur mom
    lol noob
    L
    these responses may irreparably damage his dignity, because they convey essentially the same message but with far less keystrokes

  2. ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags.

    the simplest trigger setup would be:
    trigger 1, set to repeat
    event 1: elapsed time (the amount of time that the particle system plays for)
    action 1: play particle system at waypoint

    trigger 2, one time
    event 1: destroyed by anything
    action 1: disable trigger 1
    action 2: remove particle system at waypoint

    real quick and simple but of course not automatic

    • Like 1
  3. if everythings black on the map editor it probably means that fa2 is looking in the wrong place for your ra2 folder. it could be a really old version of fa2 or set up wrong in that case.
    anyways you can try fa2sp which is a heavily modified version of the OG fa2
    https://github.com/secsome/FA2sp

    or you can try world altering editor which is a more experimental but modernized complete remake of the map editor
    https://github.com/Rampastring/WorldAlteringEditor

  4. that looks like the entries on the list of buildings in a map, used to dictate building coords, owner, etc

    the secret lab stuff is in rulesmd.ini under the [General] header. the vanilla entries are

    SecretInfantry=SNIPE,TERROR,DESO,YURI
    SecretUnits=TNKD,TTNK,DTRUCK
    SecretBuildings=GTGCAN

    which means the game will pick one of these techtypes at random to give to the player upon capturing it. being a rules.ini entry, it is of course possible to add and edit these entries in the mapside ini

    • Thanks 1
  5. i tested that event ad nauseam and there just isnt any way to make it register individual houses like it does in single player. if you tell us what you are trying to do exactly we might be able to devise a workaround though

  6. if your booting the game via the vanilla executable the maps will be read from the installation root folder (or any expansion mixes in the root folder) and the game will look for a .yrm file extension for yr maps and a .mpr file extension for base ra2 maps

    if your booting the game via the cncnet launcher, then the maps will be read from the maps>custom folder and the game will look for maps with .map file extension; you will need to change the file extension manually.

    thats assuming its a multiplay map. if its a campaign map then it wont be read by cncnet at all and it needs to be in the ra2 root folder and have the .map file extension

  7. that trigger action never has worked properly in vanilla multiplayer maps and just works for campaign. idk if mental omega maps use some kind of workaround hack or if something in their engine extension logic enables it.

  8. adding new units requires editing the rules.ini and art.ini of the game and also putting the assets in a .mix file in the game folder.
    editing the AI requires editing the ai ini and writing in new sections. its fairly complicated and you may want to first try scripting the AI in maps before writing AI manually.

    all three of these ini files will be unique to each mod, meaning that you cant make them universally compatible across mods. you could however find an existing mod and offer to contribute to it so you dont have to specialize in so many things at once or have a monumental commitment to finishing it all yourself

  9. looking at the soviet mission 01 for reference it looks like it just lists the filename directly in the 'briefing' entry of singleplayer settings. you can see the corresponding filename in the movie mixes via xcc mixer
    image.thumb.png.35bcbeb723d020da6ccf2f212c705481.png

    as for what input the trigger editor uses for action 100 'play movie', im not quite sure. its a numeric index and must be listed somewhere, but i cant find it atm

  10. those ambient lights are actually a 1x1 foundation structure. the game renders them as invisible and passable to units, but they are still structures and structures cant occupy the same cell. if you use them on a map, its a good idea to put them on rocks or impassable tiles. fun fact about them is if you chronosphere an mcv into an invisible lightpost, it can disappear and make the game unfinishable.

    • Like 2
  11. so MaximumQueuedObjects= is a rules.ini tag and rules tags generally dont have settings in FA2. you can put modified rules code into a map though. there are 3 ways to do it

    1 ) if its just a small snippet of code, you can do it manually in the INI editor in FA2. so in this case just go edit>ini, and click 'add' an ini section, enter 'General' since the key "MaximumQueuedObjects=" is under the [General] header in the ini. then go to that section, and add the key and input "MaximumQueuedObjects=99" and your done
     

    2 ) if you are doing a lot of ini editing at once, then create a new ini file and write in all of the edits you want to insert into the map. in this case you would just write
    [General]
    MaximumQueuedObjects=99
    save the ini, and hit "insert another INI file content in fa2 and insert it. this is how I usually do map modding

    3 ) if you really know what you are doing... you can run the map through the ra2 map tool to de-compress the map code, then open the map in a text editor and input the entries directly into the map. the merit of doing it like this is it makes testing changes much faster, but opening and saving it in fa2 will re-compress the file

    • Thanks 1
  12. despite fa2 having a tunnel mode, it doesnt handle the tunnel drawing code correctly and it either corrupts, or overcomplicates the code. honestly should never be used since tunnel drawer gives more flexible and reliable results than fa2 even if can be 'fixed' with maptool. tunnel drawer here: https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/

    the tunnels themselves are called 'tubes', and the tubes are supposed to lie on a special terrain type called 'tunnel' which should be exclusive to the three cells of the tunnel terrain tile for pathing and linking purposes. on the vanilla tiles, the cells that are supposed to have the 'tunnel' terrain type are set as 'clear' making the tunnel tileset basically just an ordinary cliff. interestingly, its possible to coax units into tubes without the tunnel terrain type on the tube end, but its far from optimal. as i showed in the above post, by setting the Land= type to =Tunnel on an overlay its possible to get the tunnel terrain type on the same tile as the tube end and restore proper functionality in any theater

    as a side note, i checked and found that urban theater does in fact have the tunnels correctly configured. for reference, these are the tiles that you should be linking the tubes to.
    image.png.72e7ecca12765cfc87bf5da74b96a1ac.png

    • Upvote 1
  13. a little bit of a necro post, but bbglas and I have discovered a way to fix tunnels in a map; ini edit an overlay to be Land=Tunnel, and place that overlay on top of the cells marked with green in the framework tiles and then link the tunnels to make the tunnels function as they should.

    this way, technically the tunnel tileset isnt even needed. the modified overlay itself acts as the tunnel node; a fact you can exploit to make any tile you want into a tunnel. for example, here i simply set the 'Land=' type of the pallet overlay to =Tunnel and linked them together. ingame, it works as a tunnel perfectly with enter cursor and all
     

    image.png

     

    edit: bbglas made a video demonstrating it
    https://youtu.be/MQ807CmD4s8

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