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Posts
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Everything posted by CCCP84
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Updated all versions of oceania. Fixed various mistakes. Added map files to the header.
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Here is version 1.6. Here I solved the problem with the dreadnought, whose rockets flew too low and could not reach the buildings on the central island, crashing into the rock. I increased the flight altitude of the missiles.
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Sometimes this happens on all maps. With some players this happens more often.
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Not all people see the game that I created. I have noticed this repeatedly. Sometimes I agree to play with a friend, and he tells me on the phone that he does not see my game. Sometimes other people write in a chat that the game I created is not visible in the lobby. However, some other people see the game and join it. There is some kind of problem. You need to think about it.
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How to make RA2 & YR maps - Final Alert 2 Tutorial
CCCP84 replied to [CC] RaVaGe's topic in RA2/YR Maps
if such a building is unique on the map, write it in the map file [your building] SpySat=yes -
Released v3.0 Made impossible to earn money by making and selling units in RA2 mode. Added new better-quality preview. At the request of the working class, made an additional version with a satellite and some improvements to some units.
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Thank you colleague! Nice to hear compliments )
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Its because of weak cpu. i have same problem. when there is more than 4000 online, my cpu is loaded on 100% and i cant press any button. Game becomes to lag too. I have to kill cncnet client process after game started to play normal. Cncnet client loads cpu too much. Something wrong in its code, i think. Maybe possible to make it better. Maybe need to make, that client will refresh list of games 1 time in 20 seconds. Now it refreshes every second. I think thats the problem. And it have to stop refreshing at all when game started. I think, the same is with players list.
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P.S. The wishes with the wall on the slope are taken into account. But it must be understood that the slopes located back to the observer have a bandwidth of 1 tile, and those located in the front to the observer have 2 tiles. This is the reason why I use the slopes of my own design. But here in the corners, because of the bunkers, I did not use my slopes and they have a bandwidth of 1 tile. Therefore, the slopes on top islands are wider.
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- - - BLACK SEA - - - Great little map with elements of politics and diplomacy. For games in 2v2v2v2 format. It's hard to believe, but its size is slightly smaller than the Tsunami map. The battles on this map are always intense and interesting. And not as long as on the Oceania map. A protected fortress in the corner of each island gives you the opportunity to take refuge there when your main territory is occupied by the enemy. Do not play this map in 4v4 or 2v2 format. The concept of this map is in a 2v2v2v2 game, politics and balance of power. LINK : - - - BLACK SEA - - - The above pond is contested by the following sides: In the lower left corner there is a totalitarian mordor, the embodiment of universal evil and the bloody devourers of children - damned communists: In the neighborhood there are simple guys, lovers of bavarian(*i mean beer)) and sausages with stewed cabbage: Above right is a shining empire of kindness and justice, which carries the rays of democracy and love to the rest of the unenlightened world: In the topleft - Greenpeace : In the center of events - Crimea, which with by easy movement of the artist’s hand turns from a peninsula into an island ) Speсial thanks to McPwny
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Made all good ) v.1.5 added One more special thanks to McPwny )
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Complete nonsense with pips when infantry in transport.
CCCP84 replied to CCCP84's topic in RA2/YR Maps
thanks! OccupyPip=(color) and Pip=(color) solved the problem. There is a link to the description of this bug: https://www.modenc.renegadeprojects.com/Pip_Distortion_Bug -
I ran into a problem. When changing any infantry parameter, the infantryman is not displayed correctly in the vehicle or building. When in the building instead of a miniature of a little man, a small square is displayed. In a helicopter, a spy is displayed on the contrary as a miniature of a man. These properties differ for the YR and RA2 modes(different colors and types). But everywhere is wrong. At the same time, for same unit, pips colors are different for different vehicles or buildings. Complete nonsense. Has anyone come across this? Is it solvable? The Pip=(color) parameter does not work.
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Made mod of Oceania. All soviets can make 2 Satan rocket launchers with a huge range and speed. Cost 3000 All players can make Antisatan Fighters (soviets can if have allied airfield). Fighter effective only against Satan rocket launcher. Range increased x4.2 compared to other planes. Cost 2000 Range of V3 launcher increased x2. Cost 1200 Patriot missle(building) range increased x1.65 All allies can build 2 French cannons(cost 3000, need lab)(France can make it as regular, cost 2000 no limits) The above parameters significantly change the game. -------------------------- Range of French cannon increased x1.4 Snipers range increased x1.8 Russian Tesla tank range increased x1.5 Germans Tank Destroyer range increased x1.6 Flak cannon(building) range increased x1.15 Kirov Airship armor increased x1.25 speed increased x1.4 These parameters slightly change the game due to the huge size of the map and can be undetected by players. ---------------------------------- [8] Oceania v3.8AM (CCCP84).map I highly recommend playing this version in RA2 mode. You can test new weapons on the test map. (you need to select position 4) TEST MAP oceania satan rocket (cccp84).map
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Thanks. Now i got it ) Later i will return IFV to its fire position )
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Did you play v.1.4? Now you have manually send sniper into IFV. I tryed. Doesnt work. Sniper doesnt sit into IFV. Thats why i changed some slopes. 2 of original slopes are 1 tile wide. But i didnt change this 2 slopes because of bunkers.
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I had to cancel the trigger, which constantly acted, turning the sniper into your property when exit the IFV (inside the IFV, it cannot turn into your property). this often caused an reconnection error. So, you have manually send it to IFV now. + made it impossible to earn money by building and selling infantry in a clonator (in RA2 mode). Added new map file.
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Bobble, what i have to write in map file? ; Heavy Tank [HTNK] UIName=Name:HTNK Name=Rhino Heavy Tank Cameo=BEAG Primary=120mm Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 I tryed. It doesnt work.. Nothing changes. Can you post example?
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Thanks there seems to be no way to get a red cameo. When using the line image=, in-game image of the unit in a tight bundle with a cameo.
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Thanks. But my map has water.. ((
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I want to have another V3Rocket with changed next parameters: (is it possible to make in map file?) [General] ; V3 Rocket control ;SJM V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical) V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error. V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketBodyLength=256 ; The body of the rocket is this many leptons long V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. V3RocketType=V3ROCKET actually i need to change this parameter: V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires I want to have 2 types. Standart and modified.
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you can build from the oil derrick to the corner. there is enough space