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McPwny

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Everything posted by McPwny

  1. they are identical by default, as you can see from the rules entries he pulled. they are only remnants from TS, and have three identical entries probably so they could be changed into 3 different "tiberium spawners" via map ini editing.
  2. its a thing called "CNCMapsRenderer". actually, theres a link to where you can get it on the "ginormous collection of maps" post thats stickied to this forum.
  3. people around here are stupid when it comes to playing anything thats not made for multiplayer. it also helps when you include a picture of the map.
  4. i didnt lag at all when i played it. needs AITriggers ♥
  5. i played it and couldn't replicate an IE, but an excavator was mining the right ore patch instead of the middle one though. very beautiful map.
  6. max map size is width + height = more than 256 is max, im not sure what happens if you exeed that but i know that among other things tunnels break, though they arent used in ra2. are these the LAT tiles your looking for dude? you will find them under that terrain/ground section at the bottom.
  7. wow my 2018 posts were pretty cringe. to this day i still maintain that ini file injection is the superior way to do it on the grounds that you can update the ini file and edit the map simultaneously where with direct text editing making ini edits is a few clicks faster per update but there is no way to edit the map itself without going through a huge ordeal of saving the text, exiting, opening in fa2, editing, saving, exiting, opening in map tool, compiling, opening in text editor again, and losing any ; notations you had in the process
  8. you are splitting hairs here. the ini feature isnt a novelty for making a lot of crates spawn on happy trails it was a dev tool, just like the ai trigger editors, and script functions. and you are like "thats stupid 60 seconds to test a mod is stupid you are doing it wrong stupid it could be 45 seconds" as you splice maps with a freaKING TEXT EDITOR just to quickly make lots of maps with bulk spammed triggers and have the nerve to lecture people on how to mod just for it? cmon m8.
  9. doing it my way you can have a map open in fa2 while running yr, test the map, then minimize yr tweak the ini hit save pop up fa2 hit insert ini hit save the map switch back to yr and restart the map in about a minute flat you can mod the game and test it without restarting yr. As many times as you want untill it is perfect. it is by far the easiest and fastest way to test a mod. period. i dont use any external programs or fancy tricks, i just use normal notepad and fa2. im not going to tell you how you ought to be modding the game, but maby play and look into some of the maps i have made for vs the AI if you want to talk about the specific topic of editing map ini well.
  10. its like 3 extra clicks to do it the proper way you make it sound like some huge chore i mean i have made some pretty intricate mods to map files that do a lot more than bulk spam units via trigger and i have done it using the ini editor and map functions. yeah i can see how you might want to copy over say 20 ai triggers and ai trigger teams like that but ini edits? there is nothing difficult about ini editing the proper way.
  11. what? you literally paste the stuff onto an empty ini and insert it. no ghetto rigging the map file with notepad involved. you can change values and check and tweek the mods in game almost instantaneously there is a reason that is a function in the map editor.
  12. kind of stupidly easy when you know how right? glad you got it working.
  13. idk but if you give me a list of things you want disabled from your map ill make an ini real quicc
  14. you gotta make a small .ini file. take rulesmd copy it, delete everything on it, then find every single unit you dont want in the real rulesmd and add it to the file like you dont want [ZEP] or [ORCA] or [BEAG] or whatever in your map just put all the entries on your blank file and under them put TechLevel=-1. save, use FA2's ini editor function to insert the ini file you made into the map, and it will overwrite the techlevel entry of those usits rendering them unbuildable. you can also edit lightposts or well.... anything... like this.
  15. i have looked around and found nothing of the sort. mods all use modified versions of FA2, and FA2 is the only way to make a vanilla ra2 map. yeah it has compatability issues buy its old as dirt already, and yeah it has its redundancies but because fa2 is just a heavily modified version of the ts map editor just as ra2 is a heavily modified version of ts. on the + side its stupid easy for anyone to pick up and use to make a map. if you do find an alternative somwhere though, im all ears.
  16. lol but no fa2 is like sacred ground no one can even make a usefull mod for, there is no alternative when it comes to making ra2 maps unfortunately. did you by chance try compatability mode?
  17. dont mind this idiot, he constantly gets triggered about everything.
  18. individual files will work from a directory. maps files, cameo files, ini files, animation files, whatever. if you want to save directory space and compile your own mix or edit one you have to use XCC Mix editor, xcc mixer is just for extracting/viewing stuff. now i never play multiplayer but one would think cnc net just plain wouldent be able to work like that if not everyone is using the same set of files, hence the modding maps to play a mod since the mod itself is the shared file of the map
  19. who cares? this isnt ts. ra2 is about gameplay not graphics, and this map looks like itd make for some cool naval gameplay, though i do admit a freaking hate airports. EDIT: needs AITriggers o_~
  20. how many players is this map?
  21. doesent that create overwrite stupidities for the next person to open the map in FA2?
  22. OH. start by getting XCC utilities and use XCC mixer, it will let you open the archives of the game and also view the contents in them. conveinently enough anything you "extract" and put into the ra2 directory takes precidence over default files in the .MIX archives so its fairly easy. test it out with rules.ini from local.mix inside of ra2.mix or if its yuris revenge rulesmd.ini inside of localmd.mix inside of ra2md.mix. it may sound complex but once you lay eyes on it you will understand just how stupidly easy it is to mod ra2. im not sure about LAN though you may need to copy the mod on both computers or make a modded map or somthing to get that to work.
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