
GradualyWatermelon
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Everything posted by GradualyWatermelon
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You could just download fan-made maps from PPM forums.https://ppmforums.com/index.php?f=505
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Are you playing in classic mode? because Allies and Soviets are the only factions in Classic Mode to have naval shipyards and sub pens. EDIT: Actually, all factions in Classic Mode are not allowed to have naval shipyards and sub pens.
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I decided to post my multiplayer map (maybe a year old or less), which is the demo mission Clean Sweep converted to a multiplayer map. Also, removed the dirt roads that are in the player locations. Dirty Sweep.map
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The bridge in this map when it's repaired is glitched because the terrain underneath the bridge is uneven. You could remove the bridge's bridge repair huts or make the terrain even.
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Why not send us the map and we can help faster.
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A RA2 ore map but it's converted into a TS map.
GradualyWatermelon replied to GradualyWatermelon's topic in TS Maps
Map updated. -
I did fix some things like triggers and things, but when I start the map, it takes longer to load in the "creating theories on likely enemy plan" part and after that, the game crashes with an internal error. Here's the map if you're interested in fixing the problem: nod1a.map EDIT: Open the map with FinalTI
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A RA2 ore map but it's converted into a TS map.
GradualyWatermelon replied to GradualyWatermelon's topic in TS Maps
WTF!!! THE TIBERIUM STILL SPREADS EVEN AT THE HARVESTER SPAWN LOCATION!!!! THAT IS UNFAIR!!! ARARSFDHGDSFHFO!! EDIT: I've set TiberiumSpreads=no btw. -
Core Defender only maps.zip UPDATE 1: The MCV will not start in multiplayer anymore. Suggested by Messiah (User with special agent cameo profile pic), The MCV is replaced with the Core Defender when you start in these maps. If crates are enabled, you can get units, unit stat upgrades, or bad things.
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A RA2 ore map but it's converted into a TS map.
GradualyWatermelon replied to GradualyWatermelon's topic in TS Maps
I made sure the Tiberium isn't in the way. looks like the Tiberium spreads too fast. I think I can make the Tiberium spread slower. -
Mutant's Dream, Human's Nightmare.zip Tips: Play as Nod, because its rocket infantry can destroy Tiberium while the GDI's disc throwers can't. Cyborgs are immune to Tiberium. UPDATE 1: Green Tiberium spreads slower, Blue Tiberium can't spread anymore. UPDATE 2: One tile of Tiberium has been removed in each player location to make the harvester spawn near their player locations. UPDATE 3: Tiberium growth is disabled, which means blue and green Tiberium will never grow or spread at all and blue Tiberium cannot spread or grow immediately in a player location when the game starts. UPDATE 4: Player location 3's (bottom left) harvester spawn location has been changed.
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Is more than 8 players possible? How about drop-in mid game?
GradualyWatermelon replied to fir3w0rx's topic in Red Alert 2
in rules.ini, there is something called [Maximums] which controls the maximum player count. but that will require UI editing. EDIT: The 9th player slot will not appear in-game, even when you change the player count to over 8. That's why UI editing is required. -
Free to download. you will need SHP Builder's Cameo Generator to add text on the cameo. techniicon.zip
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Final Sun - give AI buildings
GradualyWatermelon replied to Hearthfire's topic in Mapping Discussion
Did you give the AI a lot of money? -
You can modify the map so that it will be an Unholy Alliance only map. but if you want the map to be available for standard game type and Unholy Alliance game type, you will have to modify the client by opening MPMaps.ini, which is located in the INI folder, add the map, and add Unholy Alliance in GameModes=
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I use MS-paint and Inkscape to create cameos.
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Tiberian Sun Extract vehicle graphics.
GradualyWatermelon replied to Mishqutin's topic in Modding Discussion
some vehicles use Voxel models, which are basically 3D pixelated models. Their file extensions are called .vxl -
How to add new infantry: To add new infantry to a map, open a text program (Obviously), type in [InfantryTypes] in a map, now find [InfantryTypes] in rules.ini (Or firestrm.ini) make sure that you're adding new infantry under the last infantry (For example, in Yuri's Revenge, the last infantry to be added is YADOG (Yuri's Soviet attack dog) and it's the 65th infantry.) now let's add the new infantry, make it the 66th infantry, and give it a name. Now, all we have to do is give it rules flags to make available (Make sure you give it Sprites or it will be invisible). Before we test if it works, let's give it a new weapon. (Optional) Now that we did that, let's see if it works! And look at that! I can hire it, I can move it around, and its weapon works! you can also add new vehicles/aircraft/buildings by doing this but vehicles, aircraft, and buildings have their own lists. such as [VehicleTypes], [AircraftTypes], and [BuildingTypes]. (END OF TUTORIAL)