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Concolor1

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About Concolor1

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  1. This must of been the very first Fort McPwny. Looks like the trigger was disabled, no idea why, guess it got past me. Thanks for spotting it. Ive checked the others all seem ok. Ive re-uploaded the now corrected version.
  2. Mission map for anyone running Red Alert2 Yuri's Revenge, you will need the Yuri's Revenge mission Disc. The Zip holds the sov01umd.map file and the ra2md.csf string file. Place these two files in the Westwood Red Alert2 folder. Then launch the game and select the Allied Mission. There is also a read me file and mini map included in the zip. Full list of credits and hints along with more information in the read me file, special thanks to McPwny on this again for invaluable assistance. Once your finished playing this mission simply remove both these files and the Red Alert Game will be restored. So finally after two months of writing and testing, here is a brand new mission. - Happy Christmas! Author: Concolor1 Editor: FinalAlert2 Yuri's Revenge Created:5th Dec, 2020 Name: Driven up the Wall Size: 130 x 110 Players: 1 Theatre: Temperate To play this mission:Yuri's Revenge mission disc is required.(Unless you have the full game installed on your system.) Extract the contents of the winzip file into your Red Alert2 Directory.Launch the game,select new campaign for the Soviets. The game will then launch. ------------------------------------------------- Driven up the Wall --------------- Driven up the wall.....idiom meaning, 'To irritate/or annoy very much'. Location The Great Wall, Simatai section ---- China Info:Welcome to the Great Wall of China tovarich. It is here our Chinese comrades have discovered an Allied infestation along a section of their ancient and once magnificent wall. It seems the Americans have enlisted the help of their Korean allies, but we are aware of their powerful Black Eagles and their Chronoshift tactics. The Soviet empire values it's friendship with China, most strongly, and we want to show our communist brothers just how powerful we are against a common enemy. It is now your duty to assist our fellow communists, to sweep the wall clean of the Allied incursion, and as a show of the might of the Soviet Empire, we have tasked you with this great mission. Take an MCV to the wall and construct a base, once established, identify and take the seven Forts, these Forts once served as garrisons on the wall. Do not allow these Forts to be destroyed, the destruction of a single Fort would be desecration to our Chinese friends, and that might give them cause to reconsider their alliegence. During the recapture of these Forts, ensure you destroy the Allied bases - leave no allied structure standing! Objective 1:Capture and hold all Seven Forts along the Great Wall. Objective 2:Destroy both Allied Bases along with their defences. There's both an Easy and Difficult mode for this mission. I find the difficult more fun. Hints and Tips: Build your base quickly and defend it well. Use the many resources on the map. Crates can often be found by destroying certain targets. Keep an eye on the Forts once you have captured them, as the allies will almost certainly attempt to destroy them. It soon becomes a juggling act keeping Seven Forts safe, whilst fighting off the allies. Best not to upset the local bovine population, or you will suffer the consequences. The best way Ive found is to build in this order, Power Plant, Barracks,two Battle Bunkers +conscripts,Attack dogs x3 Ore Refinery 1, Ore Refinery 2,sentry guns x2 sell 1 Ore Refinery 2,1 flak cannon, build warfactory then radar last, and so on. There is a cash crate close by and two Oil Derricks, good luck! Known Bugs: Infantry on occassion do get stuck in the wall, you may see the odd GI deploy in a damaged wall section. Keep an eye on your infantry as it may happen to them also. Freeing them involves destroying the wall section. - Easily solved. Ive seen destroyed Battleforesses, release their GI's and they in turn wander back towards their original loading position, walking through solid cliffs at times. You won't see this often, but it's happened. Still don't know why the Ai builds a Team Tanya, it was never instructed to, but it does so there. Lights, there again a game bug bit like the disappearing crates should the game be saved. In this case loading the game from a save point causes the lights to remain off. Ok so there u have it, A RA2md.CFS file has been added. This will overwrite any other RA2mdCSF.file which you may of installed in your RA2 Folder from previous downloaded missions.The file contains text which been altered in order to fit with the maps theme! Explanation: The sov01umd.map file when placed in your RA2 folder preceeds the standard Yuri's Revenge Soviet game disc missions. This means that the first mission played when the game is launched will be this mission. To restore your games original first mission simply remove the sov01umd.map file from your RA2 folder. The RA2md.csf file contains the text for this mission, it also preceeds your game disc csf file. As above once you have finished playing this mission remove the RA2mdcsf.file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. Various slight modifications have been added, all to keep in with this missions theme. The modifications will not alter your original RA2 game. Firstly a big thankyou to McPwny (as above), who has now taught me all about using Ai attacks. This has been a huge eye-opener and will add to your enjoyment of these maps. Im using his Modified Harrier Jump Jet, which is superior to my own version. He helped out with many of my problems, the annoying free-for-all when an Engineer captured and sold a building. He's also playtested the map and offered a number of solutions, regarding animations, Ai problems,lighting & illumination. He's offered many suggestions, improvements and solutions to a great many questions. Thanks McPwny, your the key contributer to this and anything more that I decide to make. So the improved targeting by dreadnaughts, Kirovs and Ai scripting is down to McPwny, along with Bridge repair solutions, Flashing units,ai safe-distancing, play testing and a really useful debug tool. Ive learned alot in these past few weeks, things Id never considered in previous projects, it makes for one complex but rewarding game. https://web.archive.org/web/20130329124341/http://www.cncgames.com/maps_ra2missions.shtml other missions ...1> Signed & Sealed. (Allied RA2) 2> Temporal Exposure. (Allied RA2) 3> Soviet Stranglehold. (Allied RA2) 4> Prisoner of Conscience.(Yuri YR) 5> The Wolves of Winter. (Soviet RA2) 6> Fierce Intent. (Allied RA2) 7> Shock Tactics. (Soviet RA2) 8> Dominance in Mind. (Yuri YR) 9> Weathering the Storm. (Soviet RA2) 10> In Cold Storage. (Allied RA2) 11> Identity Crisis. (Yuri YR) 12> Terminal Lunacy. (Soviet YR) 13> Under Pressure. (Allied RA2) 14> Robot Revolution. (Allied YR) 15> Nuclear Winter. (Soviet YR) 16> Last Post. (Soviet RA2) 17> Day of the Desolators. (Allied RA2) 18> Engineered to Kill. (Allied YR) 19> Jungle Fortress. (Allied YR) 20> Company of Wolves. (Soviet RA2) 21> End of an Era, pt1 & pt2 (Yuri YR) 22> Moon Madness (TX Expansion) 23> Siege (TX Expansion) (Allied YR) 24> Wipe Out! (Allied RA2) 25> Foothold (Soviet RA2) 26> Viral Agent (Yuri YR) 27> Finnishing Moves (Allied RA2) 28> Driven up the Wall (Soviet YR) 29> ???????????????????? Driven up the Wall.zip
  3. Mission map for anyone running Red Alert2 , you will need the Yuris Revenge mission Disc. The Zip holds the all01umd.map file and the ra2umd.csf string file. Place these two files in the Westwood Red Alert2 folder. Then launch the game and select the Allied Mission. There is also a read me file and mini map included in the zip. Once your finished playing this mission simply remove both these files and the Red Alert Game will be restored. Author: Concolor1 Editor: FinalAlert2 Created:28th Feb, 2003 Name: Engineered to Kill Size: 90x90 Players: 1 Theatre: New Urban To play this mission:Yuris Revenge mission disc required. Extract the contents of the winzip file into your Red Alert2 Directory.Launch the game,select new campaign for the Allies. The game will then launch. A Robot Tank Production base located on the Pacific coast of America failed to respond to hails. Data told of no production activity within the base. It seems that the Soviets have taken advantage of the shutdown to over-run the base! All power has been shut-off, the transmitter beacon has been disabled and the Soviets had wired the base to explode. The full extent of damage is unknown, however spy planes have reported on few ground forces, giving you a chance to retake the base. If a team of Engineers can be covertly inserted into the base, they could perhaps re-activate the Robot Tanks manually and drive the Soviets out! It was a daring plan, but losing this base would cripple the production of Robot defences along the Pacific seaboard. A team of British Engineers are on standby close to the area, sufficiently qualified in automated systems to re-activate the base. They have been issued with tags, which would in the event of a successful reactivation, save them from being targeted by the Robots, and have been given a code which upon transmission into the beacon would turn the American base over to their control so they could personally oversee and direct the robot forces efficiently to eradicate the Soviets. Their mission is not an easy one, and will require skill, timing and superior tactics to outsmart this Soviet incursion. Use the Engineers which will be flown in by Nighthawk, to re-start the powerplants, then find a way to reach the transmitter beacon to gain control of the base. Use the robot tanks to hold-off the Soviet attack until we can send Reinforcements. Good luck Commander! Objective 1: Enter a Power Plant and restore power to the base. Objective 2: Gain access to the transmitter. Objective 3: Defend the base until reinforcements arrive. Ok so there u have it, A RA2md.CFS file has been added. This will overwrite any other RA2mdCSF.file which you may of installed in your RA2 Folder from previous downloaded missions.The file contains text which been altered in order to fit with the maps theme! Explanation: The ALL01umd.map file when placed in your RA2 folder preceeds the standard Yuris Revenge game disc missions. This means that the first mission played when the game is launched will be this mission. To restore your games original first mission simply remove the all01umd.map file from your RA2 folder. The RA2md.csf file contains the text for this mission, it also preceeds your game disc csf file. As above once you have finished playing this mission remove the RA2mdcsf.file. This also causes your game to revert to reading from the mission disc as opposed to reading data from the RA2 folder. Various slight modifications have been added, all to keep in with this missions theme. The modifications will not alter your original RA2 game. This is a very hard survival mission, It is possible, someone even posted how its done on youtube. There is also a solution file included in the zip. I will say that the Terrordrones are a real pain. Its advised to capture that airport, but if your struggling with that position your Robot Tanks close to Pill Boxes. Its simply a case of learning the best spots to take. Spots overlooking where the Soviets enter are ideal. Manage to destroy a few Army Tents outside of the base and it will reduce the number of enemy attacking. Known Bugs.....Ok few strange ones here, firstly the Cameos for the two different robot configurations. Now these seem only to work if the player saves the game and then reloads it. The second bug occurs during the powerdown. Ive seen Robots remain active and then shut down when selected, but they sometimes fail to come back online. Ive no idea why as its not all of the modified robots, if it were the problem would be more understandable. Lets just think of it as a glitch the Soviets left behind. engineered_to_kill.zip
  4. Aren't the modified rules supposed to go in your map file?
  5. I found a similar problem, maybe its age related. Im fine when immersed in a game myself, but watching someone else play makes me feel sick. Maybe its a little like travel sickness, and consider treating it as such.
  6. Oh ok I understand, well looks fine to me. Are there any issues with un-harvestable ore patches, ie too close to cliff edges or trees? I generally have to go over my patches as I almost always over spread my ore to the map edge or tree-line.
  7. Looks good, the map isn't an island then? so the seas connect, that would allow for more naval conflict.
  8. Everyone needs a bit by their start position id Imagine, then areas further in where they may have to fight to dominate the orefield. So im suggesting small pockets in the interior.
  9. Sounds like the loose trigger is firing before the units are on the map. So the condition is being met as the map starts, ie (All 'player' house is destroyed) Disable it, then try running the mission, if it works you've found the problem.
  10. How does it? Please explain, have you modified your Red Alert2 version. Its been played over and over for a month before release. I can't investigate it if you don't explain what occurred. My guess is that you've altered something in your RA2 folder. Nobody else who has played it has reported an error.
  11. Does Final Sun have variables? If it was Final Alert, it could be done like this. Write 3 Variable PP1, PP2, PP3 (Each is just my shorthand for Power Plant #) Write your first Trigger :Name Power Plant 1 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP1 Second Trigger: Name Power Plant 2 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP2 Third Trigger:Name Power Plant 3 Destroyed. Event0: Destroyed by Anything. Action0: Local is Set PP3 Attach each of the above triggers to your 3 power plants, one on each, by selecting your powerplant on the map and attaching it via its info box. Next a Trigger to give you your required effect. Trigger Name: Obelisk Explodes Event 0;Local is set PP1, Event1:Local is set PP2, Event 2:Local is set PP3 (Note you can have a number of events to bring about a condition to spring your action) Action0: Do Explosion at waypoint, (you would have to place a waypoint under the obelisk), or Destroy attached building, (Id go for the latter). Id then select the obelisk and attach this trigger to it. So far as I know there is no way to supercharge your Obelisk, so you have to fake it with a animation at its location. Id of placed a waypoint under the obelisk and used an animation just as the powerplants were destroyed. Ive only ever used final Sun once, and as far as i recall, it has many of the features that Final Alert has. So I hope this gives you some guidance.
  12. If your meaning the scientists, You have to keep the 3 in a group, and direct them towards the landing pad, (That means no Tanya with them), ----- It was written a long time ago. At the time it was the only way I thought I could evacuate them. These days id of done it differently.
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