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Everything posted by CCCP84
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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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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
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1. Players still can sell Tanyas and other allied units for making money. Solution: [TANY] Soylent=500 etc 2. YuriPrime still can capture 10 units Solution: [SuperMindControl] Damage=1 3. There is no animation for the V3 elite rocket explosions and elite dreadnought rockets explosions. So, the missiles simply disappear without any visible animation. Needed to add the MININUKE animation to art.ini. Same thing with the Libyan kamikaze truck. All this things easy to do. Will somebody solve this? @Grant @RaVaGe @dkeeton
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Thanks Image file is big. But i found out that maximum size of map file which can be transmitted in cncnet is 896KB
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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. Vertical Proection: Latest versions: ______________________________________________________________________________________________________ ->->-> [8] Black Sea (Author's Mod) v6.1n.map <-<-<- ! Included in CNCNET. You can find it in Mod Maps section ! Game balancing features. n (night) in version number means that the map has an integrated Day-Night Cycle* ______________________________________________________________________________________________________ ->->-> [8] Black Sea (Author's Mod) v6.1.map <-<-<- The same as above. Without the Day-Night Cycle ______________________________________________________________________________________________________ ->->-> [8] Black Sea v6.1n.map <-<-<- Without any modifications. With integrated Day-Night Cycle* ______________________________________________________________________________________________________ ->->-> [8] Black Sea v6.1.map <-<-<- ! Included in CNCNET. You can find it in Main section ! Without any modifications. Without Day-Night Cycle ______________________________________________________________________________________________________ * First night will come in about 30 min. I suggest using pure RA2. There is nothing superfluous. There is a normal, not annoying voice acting. It is more serious. The YR mod ruined the game considerably in my opinion. Soldiers are overly strong. Battle fortresses and annoying choppers. RA2 is just better. ______________________________________________________________________________________________________ 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 Based on map - DIAMOND QUARRY - In map is integrated - DAY-NIGHT CYCLE 30 min - I make previews for all my maps for the client resolution 1440x900. This resolution gives a clear picture pixel to pixel. I recommend to use it. But your video card may not support this resolution, it may not be on the list.
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Is it possible to make unit to get into IFV by himself when game starts?
CCCP84 replied to CCCP84's topic in RA2/YR Maps
Thanks! -
Is it possible to make unit to get into IFV by himself when game starts?
CCCP84 replied to CCCP84's topic in RA2/YR Maps
Do you know, how to make unit to get into IFV by himself when game starts? -
Is it possible to make unit to get into IFV by himself when game starts?
CCCP84 replied to CCCP84's topic in RA2/YR Maps
Thanks a lot. Problem was in my fa2. Other version works good. I did it ) -
Is it possible to make unit to get into IFV by himself when game starts?
CCCP84 replied to CCCP84's topic in RA2/YR Maps
