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  1. Hey all, In the ladder testers forum we have constant debates regarding map listing, point systems, and other general things. I'd like to just inform everyone of the changes we agreed on for the ladder month of December 2017. 1) Point system is completely re-hauled For December 2017 we have a new point system calculation that will hopefully bring a more competitive environment to the ladder. Most notably: Players will now lose points based on points/rating Players will now win a large percentage of their points based on their ranking and opponents ranking. This part is a very similiar calculation to the old WOL formula. We turned down the percentage of points gained based on rating, making it easier for players to start out. These points can be further seen by the following calculation: winner points = wol + rp + rElo loser points = (negative) wol + rElo rp = (Enemy rating * Ally rating) / 230000 rElo = elo(Enemy rating, Ally rating) wol = 1/(10 ^ (ladder points difference)/600) +1) cap: you can't lose more than 10% of your points in one game. guard: If you lose to someone who has less than 10 games, then wol = wol * (enemy games/10) 2) Did away with the Masters/Contenders league You will no longer see a distinction between these two ladders. We are all one family again. 3) Map list rotated. Check this topic for the Yuri's Revenge map updates here: https://forums.cncnet.org/topic/7843-december-quick-match-map-pool/. Note that happy trails is now in QM with crates ENABLED. If you are not happy with crates being on, please feel free to veto the map. This was added to add to the spirit of the holidays. 😁 Please feel free to post any observations / criticisms you have. Remember, this ladder is still in trial mode.
  2. Tore

    Modding tools

    This is a little topic to point you to some C&C modding tools. Feel free to add more tools to this topic. The XCC Utilities: Essential for any modder. Download HERE. Made by Olaf Van Der Spek. Contains: XCC AV Player, XCC Editor, XCC Mixer (V 1.45), XCC MIX Editor and XCC TMP Editor. XCC TFD Shortcut installer - Handy for TFD users. XCC Radar Color editor XCC AUD writer - This is a plug-in for WinAmp that allows you to create .aud files from .mp3 files. For WinAmp, and MP3 editing, see Sound related tools below. XCC .dll pack - You might need these DLL files to run the XCC utilities. Put them in the same directory as the program you are having trouble running. XCC Utils 1.45 U - with Visual Styles support http://www.vk.cncguild.net/TOOLS/DATA/XCC_Utils_U.zip Mix Protector. Locks your mix files, this program helps to prevent asset theft. http://www.vk.cncguild.net/TOOLS/DATA/MIXProtector.exe INI (.ini) related tools: DCoders AI Editor - A program to help you edit the AI.ini file. If the above link doesn't work, click HERE. Most use notepad for editing the ini files, but some use other notepad-based programs. These are some good programs to edit the .ini files. NoteTab NotePad++ Voxel (.vxl) and HVA (.hva) related tools: Voxel Section Editor III (VXLSE) 1.37 - Another tool created by Banshee and other people from PPM, for creating voxels. Voxels are used mostly as tanks in TS and RA2. Cube Normalizer 1.5 - A program for normalizing voxels. WILL'S Voxel Editor. An alternate voxel editor (as used by Mig Eater). 3DS2VXL - A program for converting .3ds files to.vxl files. Some 3DS2vxl patches OS HVA Builder 2.1 - A program for editing .hva files. OS HVA Builder Quick Patch - Updates OS HVA Builder from V2.0 or above to 2.12. OS Voxel Viewer - A program for viewing .vxl files. OS Voxel Viewer Quick Patch - Updates OSVV from V1.5 or above to V1.75. SHP (.shp) related tools OS SHP Builder - This tool created by Banshee and other people from PPM, is a tool used to create shp files, these files are used as units and buildings in all C&C games from C&C1 to RA2. Download is here. Engie File Converter is a conversion suite created by Nyerguds that supports most of the Westwood image formats (D2 SHP, TD SHP, TS SHP, CPS, WSA). Downloads folder is here. Radar Color Editor Is a program put together by Nyerguds (GUI by IcySon55) which you use to modify the colors of your SHP's on the radar screen, a very handy tool. Music (.aud/.mp3/.wav) related tools For the XCC AUD writer, see the XCC Utilities Section at the top. WinAmp - This program, combined with The XCC AUD writer, can create usable, ready to be inserted into TS, .aud files. Audacity - A program for editing .mp3 and .wav files, which can then be converted to .aud files. Not required, but handy for making many new sounds. 2D Image editing software Not a requirement of TS editing, but many modders use these programs such as PhotoShop, Paint Shop Pro and Gimp. 3D Image software Commonly used for creating renders and buildings. Again, not required, but very handy to have. Blender - A free, open source, easy to use 3D modeling program. 3DS MAX - An incredible 3D program. It comes at a price though. For a free trial, follow the link on the main page. See also: 3DS to VXL above. GMAX- A cut down, but free version of 3DS MAX. That site also has tutorials here and there, so make sure you check them out too. Anim8or is a free 3D modeling program which is a favorite out of the free programs. Hex Editing related tools (for editing GAME.exe) Note: These programs are NOT Decompilers/disassemblers. HHD hex editor - A tool for edting the TS game.exe. Note that this is an older version, but it is MUCH better than the new one. Hex Workshop - A more complicated, but more useful Hex editor. PE Explorer - A hex editor and resource viewer in one, with several other useful features. Only recommended for those with experience in exe editing though. Link leads to a download page for a 30 day trial. Language.dll related tools Resource Hacker - A tool for editing the TS Language.dll. Can also be used to edit the GAME.exe to a certain extent. XN Resource Editor - A more powerful, but slightly more complicated resource editor. Can also be used for modifying certain parts of GAME.exe Misc tools TMP Studio - A tool for editing and creating TS and RA2 terrain files. Explosion Generator - Found by Triforce a while ago, this is a nice program that generates random explosions, which can be used in TS.
  3. DawnTreader

    red alert campaign

    So I just downloaded and installed red alert this week (was so excited to see it), and it lets me play skirmishes, no problem. However, when I go to play offline (where the campaigns are found I'm assuming, it doesn't load, and my computer gives me a message saying "main executable for Red Alert has stopped working", and only gives me an option to close the program. I'm running this on an older laptop of mine, windows 7, but it gives me no problems playing skirmishes. What can I do?
  4. FunkyFr3sh

    CnCNet Update Changelogs

    CnCNet Client The map browser (left click the map preview) supports now mousewheel scrolling and category selection via mouse button 4/5 Tiberian Sun A bug was fixed that could give players an unfair advantage 2 New hotkeys were added, ChatToAllies (default: Backspace) and global chat is now available via Return (same as F8) Red Alert The limits have been raised, Infantry:500->550, Buildings: 600->650, Aircrafts: 100->150, Units: 500->650, Vessels: 100->150 A bug was fixed that caused the game to glitch (Crash/OOS/Disconnect) when the unit limit was reached, sidebar icons will not gray out anymore when the limit was reached and you don't need to right click to be able to build again 2 New hotkeys were added, ChatToAllies via Backspace and global chat is now available via Return (same as F8)
  5. tolist85

    My Red Alert 1 Videos

    Hi there, I have videos about Red Alert 1. I hope you have fun. Leave comment please! Online Matches: Goldrush 2v2: https://youtu.be/82hVfO-vyyk Goldrush 2v2: https://youtu.be/6Z-Rnh8pL2A My Custom Maps: https://youtu.be/HiBKvQGye1k https://youtu.be/KoKsv8dkXwA https://youtu.be/U7ZCuvv_17Y Nuclear Bomb Show: https://youtu.be/dj72OPHkVwI Parabombs Show: https://youtu.be/-HP80TsCTNc Tanya Show: https://youtu.be/XANwiillQxc Tanya Show 2: https://youtu.be/3jwsoEQFb08 Super Civil: https://youtu.be/cCjHNKO_1Vg Skirmish Modes: Keep off the Grass Map - 7 comps (Hard) FFA Mission FAiled :https://youtu.be/MlDZ5vNLnpE Keep off the Grass Map - 7 comps (Hard) FFA Mission Accomplished :https://youtu.be/maSBgWv9mDU Keep off the Grass map, 1v1, Turkey (Green): https://youtu.be/eivVYjvgOkE Keep off the Grass map, 1v1, Turkey (Yellow): https://youtu.be/pWOnnzRyFNg Keep off the Grass map, 1v1, England (Yellow): https://youtu.be/gjmZvG3_shk Keep off the Grass map, 1v1: https://youtu.be/WEU9fkOYjYg My Red Alert 1 Montage Videos: https://youtu.be/VSsy3F1QByA My Red Alert 1 Tutorial Videos: Terrain Tutorial: https://youtu.be/d9ComOaKKk8
  6. Took a while, but I finally finished a full conversion mod for the original Red Alert. Able Archer is to portray how Red Alert would have played out in the 1980s. I tried to make it as realistic as possible with the limited engine. Simply unzip the archive into your Red Alert folder. Make sure to backup existing EXPAND2.mix, hires1.mix, rules.ini, and aftrmath.ini. This was tested as working on Red Alert from TFD. It should work for every other platform, as it's only graphics replacements, and ini editing. Original campaign works, as do most of the extra missions. Ant missions are strange, as ant units are used for regular buildable units. Known bugs: Game crashes when loading more than one game. Simply restart the game and you can load another save. Transport Helicopters will attempt to leave the map when Spetsnaz board them. This is hard coded. Graphics Credits: AchromicWhite, ROB, Westwood Studios. If I forgot to credit you, please let me know so I can add you here. Screenshots @AchromicWhite @Ferret Red Alert - Able Archer.rar
  7. Hello folks. I've been doing some modifications to RA1 recently. Got a lot more indepth than what I remembered a decade ago. During my modding, I made some icons and shps. You might find them useful. I combined/fixed (and rescaled) some shps together from other creators. I apologize if I missed your credit. Leopard 2A4 (rescaled from ROB's Armageddon V) - 2tnk Bergpanzer Buffel (made from ROB's Leopard 2+TD MLRS) - Uses ttnk BRDM Strela-1 (made from AchromicWhite's BRDM and M48) - Uses ant1 TO-62 Flame Tank (AW's T-72 rescaled into ant shps) - ant2 IT-1 Drakon Missile Tank (made from AchromicWhite's TD Light tank+2tnk base) - ant3 BTR-80 (rescaled from ROB) - truk Fennek (rescaled BRDM) - jeep M2 Bradley (AW's TD light tank + BMP-1) - apc T-80U (combined AW's TD 2tnk+T-80) - 4tnk M60A3 Patton (1tnk with commander's MG turret on turret) - 1tnk M163 VADS (rescaled APC+flipped TD 1tnk turret) - stnk I've attached a preview for the Bergpanzer, the rest you'll have to download to see. Good luck. Modern SHPs Icon Pack.rar
  8. Updates Tiberian Sun Single-Player Campaign is now available on macOS and every Linux download. Red Alert Single-Player Campaign / Multiplayer downloads were merged together with Tiberian Sun into one download. Downloads are now also available for Pacman-based Linux distributions (Antergos, Manjaro Linux, ...). Downloads Ubuntu, Linux Mint, ... cncnet_1.0_all.deb Fedora, openSUSE, ... cncnet-1.0-2.noarch.rpm Manjaro, Antergos, ... cncnet-1.0-1-any.pkg.tar.xz macOS CnCNet.dmg Find all downloads here https://cncnet.org/download You may also be interested in the following snaps made by user [email protected] Red Alert (Full Game) https://snapcraft.io/cncra Tiberian Sun (Full Game) https://snapcraft.io/cnctsun (Still WIP - You have to enable windowed mode manually)
  9. hunter1178

    red alert 2

    I Have red alert 2 on my windows 10 dell inspiron 5565 laptop, it wont launch at all can anyone help
  10. Hello admins, My Problem is Centered Around Networking... I have one computer that is "split" into two separate computers by using Softxpand, a multiseat gaming software: Softxpand link: http://miniframe.com Youtube "demonstration" video: https://youtu.be/Z1OFJtXSWHU I am trying to play by LAN server. Using station #1, CnCnet starts the lan server using the internal ip address 127.0.0.1 and hosts a game... On station #2 CnCnet starts up the LAN lobby but doesn't startup the lanserver program because it is already running elsewhere on the computer (station #1). Station #2 can see and join station #1's game in the lobbie, but gets kicked due to connection error... Somehow cncnet must be able to host and join on a multiseat computer setup...Perhaps: .Fix cncnet and using ip address 127.0.0.1 .edit the values in the cncnetlanserver.exe config file .make an update for cncnet in make it compatible with multiseat software Thank you Sirs, Noddynod443
  11. I want this pillar to cast a shadow on the road but it will have a roadtile underneath it. To solve this I would just have to copy and paste the upper tile from the other version, however I can not seem to find out how to select any tiles.
  12. NerevarII

    A small portion of my work

    Just quickly threw this map pack together. When I have some time to dedicate to picking out some of my more quality stuff, I'll throw together a new map pack. These are maps (and/or map-mods) for OpenRA, as examples of what I plan to bring over to CnCNet. However, this is just a small portion, and will show more later on. As promised, here you go: https://drive.google.com/open?id=1asfYNudGATuZSFqmwexbWGT6ZHzwHnL7
  13. I won't go into detail, but I understand completely why people here don't like OpenRA or the the people who run it. And why people are leaving OpenRA more and more. I've never experienced such displeasure and so many injustices dealing with the heads of OpenRA. I'm wondering if there is a way to transfer, or convert, my OpenRA maps to something usable here, and, if not, I can post them anyway as "educational material" for those who wish to learn something from what I've created. Lastly, if anyone is willing to help me bring the OpenRA source code to a usable level here, or create something entirely separate (think, a TRUE modernized Red Alert, which stays true to the original game), since the source code is open-source and free for anyone to use and redistribute. p.s. I have a lot to offer and talent/experience with creating thing's for the command and conquer series, and I've wasted much of that on the undeserving OpenRA, and wish to bring my contributions here instead, as I should have from the beginning. Let's get modding edit: I wanted to to mention that a lot of my ideas were used, despite my ideas being "trash" as the heads of OpenRA put it, yet the ripoff and/or directly use my ideas. The content that I created and services offered to users by me were valued by the majority of the community, and it's a shame that despite them wanting me back, I simply have to move on because of what was done to me there by a small group of people. My maps and map-mods became popular and demanded, I created a free and open discord, which users enjoyed, because it allowed them a break from the tyranny of those who run things for OpenRA and gained 100 members within days. I since then deleted my discord because I planned on leaving OpenRA for good......but the community wanted me back, so I came back. This time, I hope they understand that it is not an enironment I wish to be a part of, especially with the insane troll infestation there. I treated people with kindness, love, and respect, and taught people how to play as well as making fun content for them to enjoy and showing them a good time, as well as helping mediate disputes and fight back against the malicious people there in hope that they would focus on me instead of the rest of the community. I also helped discover and patch exploits, contributed to the game on github (tho, that content was removed out of spite, or more accurately, claimed as their own ideas/work), and helped with server testing and game tests. I guess I'm just trying to show my experience and skill with creating content that people enjoy, and hope I can continue creating such content here for all to enjoy, as well as explain ahead of time why some thing's can't be found, but if proof of my work or claims is needed, I can do my best to meet your demands.
  14. Current version: 1.10.6 (2017/09/27 10:15) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Full readme Source code: (C#) Sources folder Full list of supported types / games: WWFont v1: Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this) BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3: The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4: Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) Dune 2000 Original first post: As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now. So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too. Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file. Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls. Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable. Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette. It took a few tries to get it right. But, finally, I managed to get a saved file! No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result! It's starting to look good, no? At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor. It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is: Westwood Font Editor v0.4 The source code is in the folder too, for those who are interested.
  15. Hi there, I'm aware that in the past few days, bots or some such have been attempting to flood the server by constantly posting in the chat window about some freenode blogs. One of these blogs was by a bloke named Brian Ostergaard, apparently. I can only assume that the server is automatically banning these bots, based on keywords which recur in their incessant posting of these links to blogs. Me being me, I thought that i was being hilarious when i asked the server using the !seen command, !seen Brianostergaard. It seems that i was either too amusing for the server to handle, or the server found my comment distasteful, since I was instantly cast out of the community and banished into a black hole of perpetual server disconnects and subsequently, haven't been able to log in since. Am i going to be able to reconnect to server after a certain amount of time, or should i assume that presently, i am permanently banned until said ban is manually lifted? Any help with this issue would be greatly appreciated. In no way was i attempting to advocate the flooding of the server, i was simply being silly and probably part of me was not surprised at all to be banned, since these bots had started to recieve bans, which as i said, i can only assume were being banned based on keywords in their recurrent text links. Thanks in advance for any help received. In future i will know better than to ask where Brian Ostergaard is. I do not care where he is, nor do i care about his blog on freenode and i have no desire to find out more about him, or any other freenode employee at present. Thankyou, Nikolai
  16. Hello, i'm new (i just joined today) but i was working for a while in a Red Alert 1 mod, but i am stuck, because i have some doubts about wether units can be replicated (or not) Well, my mod has some great ideas, more than anything my mod will focus in combat between vehicles now the allies could build the airfield too (they have the A-10 from CnC TD), a lot more ideas. So if anyone wants to help me making this mod just reply.
  17. steeLbeed

    video options help

    I have to reinstall cncnet every time I restart computer. if I don't after restart, with my current cncnet options, when the game loads in skirm or online, it will auto flash back to my desktop. The only way I can fix that is to uncheck "stretch to custom res 640x480." but if I do that, then the mouse "floats" at warp speed. the only way ive been able to get it to correct is to delete cncnet folder, restart, then reinstall. Any thoughts about cncnet video options, or maybe video card/display options? I feel like ive tried every combination /variation to just play 640x480 with a normal mouse feel. Thanks.. maybe it's easier to back/forth through email with screenshots?
  18. Packages were updated with tiberian sun support, check the new thread by clicking on the link below https://forums.cncnet.org/topic/8871-updated-linux-macos-downloads/
  19. Tor_Heyerdal

    RA Custom Map Keeps Crashing on Start

    Hi. I've spent the last two days making a custom map, and every time that my friend and I try to launch it, both of our clients crash immediately upon game start, and we both get the same error: "Red Alert crashed at address 0x004fef6c. Ask in the CnCNet forums for more information." So... here I am in the CnCNet forums asking for more information. lol. I have no idea what this error means, or how to decode it, and I have no idea what I might have done wrong in the map to botch it so hard. lol. I did absolutely zero trigger or AI meddling. I just started a new blank map, painted it up, reset the starting locations, and saved it. Is there something I'm missing? I've tried googling the error, and I've found absolutely nothing. I've also tried googling things like "Red Alert custom map keeps crashing", and that's also begotten no results. Everything's all for RA 2 or 3. Can someone please shed some light on the situation?
  20. Hey all together Since one day (I didnt change anything) I see just a black screen after starting a game (multiplayer) in "red alert". I can here the music and can choose something by using the keyboard. I have installed the current ios version and no other updates are available. How can I fix the problem? Thanks in advance
  21. SmegmaLasagna

    Map editor walls disappear

    I am trying to create a mission like map but when I test it in a skirmish battle all of the walls that I have placed down have disappeared. Getting them from Base or Structures doesn't make a difference and setting their owner to Neutral doesn't work either.
  22. Fullmetaljacket1991

    Red Alert and CnC Gold campaigns not launching atall

    Hi all, I have downloaded CnC gold and Red alert 1 from cnc net, both work online and skirmish perfectly yet when i install and to try to run the main campaign, it says couldn't launch main executable, am hugely gutted as an avid fan of the series, any suggestions please ? UPDATE I deleted ddraw.dll in the properties folder, campaign works but lags then when i alt tab it out the window is stuck and i can hear the game just no picture proper annoying now ! Running this on HP Pavilion notebook 2GB RAM 30GB HDD HD graphics internal up to 1028MB Windows 8.1 cheers
  23. Hello The question is simple: Is there any possible way to make that a Badger Bomber drops a crate? All sugestions are welcome TY
  24. Inq

    WIP - TD Beta Bridge

    Hey guys I took some time to make/remake the TD beta bridge as a functioning bridge. I felt I had to change the colour because I'm using it in my OpenRA mod & the terrain is in RA palette. (The RA palette misses a lot of cool blue / greys so the bridge ends up looking purple) I chose light grey to try & resemble concrete, like overpass bridges. I guess it would need some hex work to function properly in RA, if it is even possible to add. Let me know what you think! Heres the original for comparison; note the blue colour (I have to credit Messiah for an old static shp of the bridge I found as a starting point )
  25. CommanderD

    RED ALERT- CANT MOVE UNITS OR DEPLOY MVC

    I CANT DEPLOY MY MVC OR MOVE MY UNITS... BUT I CAN SELECT UNITS AND MVC... WHEN I DOUBLE CLICK MY MVC IT JUST DESELECTS IT.. HELP.. I AM PLAYING ON AN IMAC.. I CAN ALSO MAKE MY MVC AND UNIT MOVE AROUND RANDOMLY PRESSING X.. HELP ANYONE????
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