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About Me

Found 165 results

  1. Baz

    Anyone still play?

    Anyone still play Renegade? I used to love it, I was Baz on there or l3az.
  2. i downloaded full TS game from https://cnc-comm.com/tiberian-sun/downloads/the-game/installer and after game installed its ask me to install/copy GDI and NOD TS theme pack and i choose yes. And i open the themepack folder and there is two .theme extension file GDI and NOD. My question is, if i install this theme can it broke my windows 10? Or its fine to use them ?
  3. Hey there, i put the Tiberian Sun Remastered MOD and the GDI power plants doesn´t have the lights going down to up, how can i fix this detail? To be as the normal TS? Thank you
  4. Greetings, For some reason my DTA client doesn't work anymore, and this is the case for everything I own. E.g, MO and TI etc... I have installed Windows 10 lately so that could be an issue with some .dll file or something, idk. Tried to reinstall one of the mods but didn't work, also installed XNA framework 4.0 but nope. Here is my client folder. - DR client.log
  5. Welcome mappers, players, modders and other people that are interested in mapping Tiberian Sun. If you want to know how to make your own maps, you are at the right place to do so! I am LucasSK (creator of [TIBERIUM RESURRECTION]) and I am mapping Tiberian Sun for over than a year and a half now. When I was learning how to do stuff and making my first projects, I encountered many problems with too little answers, so I thought it would be great idea to share my skills, knowledge and summarize FinalSun here. And now, without further ado, lets get into it! NOTE: This tutorial is made based on Temperate Theater of the map (not Snow). (Download FinalSun here: https://forums.cncnet.org/topic/6720-final-sun-complete-fixed/) ("left-side" layout) Ground - Select ground type you want to use (or use clear for default ground). Everything except water will not affect accessibility. GROUND Change owner - Change object's owning house to any you have in your map. This doesn't apply for Ground however. OTHER Infantry - Choose any Infantry, that is available in-game (including Civilians and Mutants infantry). OBJECT Vehicles - Choose any Vehicle, that is available in-game (including Civilian, Cabal and Mutant vehicles). OBJECT Aircraft - Choose any Aircraft, that is available in-game (including Orca Transport). OBJECT Buildings - Choose any Building, that is available in-game (including Light Posts, Civilian structures and Crashes). Different buildings require different number of fields, so make sure there is no other object blocking those fields. OBJECT Terrain objects - Allows you to place Trees, Fonas and Tiberium trees in your map, or use Paint random trees to paint them randomly from the ones you choose. OBJECT (Paint random trees - Select Trees you want to use by moving them from Available to Used by Arrow, then press OK and place them in map) Smudges - Place Craters and Burned remains on the ground. OBJECT Special / Overlay - Here you can paint Tiberium, Veins, Bridges, Walls and Erase it. OVERLAY Waypoints - Create Waypoints (used in Triggers and Scripts). OTHER Celltags - Create Celltags (used in Triggers). OTHER Base nodes - Lets you create Building "layout" for AI bases = where should AI build / replace which building. Attach this to an existing Building. OTHER Tunnels - Lets you create and delete Tunnel paths underground from one Tunnel entry to an another. OTHER Player locations - Set player(s) starting point and delete it (represented through Waypoints). OTHER ("lower" layout) Special & Overlay - This contains all Overlays you can use. Unless you are pro-mapper, I suggest you ignore everything in this category (as it is included in Special / Overlay), except Rocks, Walls and Goodie Crate. OVERLAY Terrain / Ground - This contains some additional items you can manipulate with. Lets analyse them. GROUND 0000 (Clear) - Clears ground (similar to the Clear in Ground section). 0009 (Ice Ramps) - Lets you manually create inequalities on terrain or elevations to higher "Height levels". 0010 (Cliff Set) - Lets you manually create Cliffs (+4 "Height levels" above ground). (Tiberian Sun has 15 "Height levels") 0012 (Shore Pieces) - Lets you manually create Shores. 0013 (Rough LAT Tile) - Rough ground type (similar to the Ground 2 in Ground section) 0015 (Cliff/Water Pieces) - Lets you manually create Cliffs with water around them (+4 "Height levels" above ground). 0016 (Bendy Dirt Roads) - Twists and connectors for dirt roads. 0017 (Dirt Road Junctions) - Dirt road junctions. (Straight road connected to leaning road using connector from Bendy Dirt Roads selection) 0018 (Straight Dirt Roads) - Straight and leaning dirt roads. 0019 (Bridges) - Attach this to Cliff. Ends for Big bridges (paint bridges from one end to an another using Bridges section from Special & Overlay). (+4 "Height levels" above ground). 0020 (Paved Roads) - Paved roads and nearly everything you need to build them. 0021 (Water) - Water ground type (similar to the Water in Ground section). 0023 (Dirt Road Slopes) - Elevation for dirt roads (lets you lead dirt roads to higher "Height levels"). 0025 (Slope Set Pieces) - Attach this to Cliff. Lets you create way to get up the Cliff. 0030 (Waterfalls) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0033 (Sand) - Sand ground type (similar to the Ground 1 in Ground section). 0035 (Rough Ground) - Lets you create "2D" rough ground. 0036 (Paved Road Ends) - Endings for Paved Roads. 0037 (Train Bridges) - Attach this to Cliff. Ends for Big track bridges (paint bridges from one end to an another using Bridges section from Special & Overlay). (+4 "Height levels" above ground). 0038 (Pavement) - Lets you create pavement ground + parking lots (great for cities). 0040 (Paved Road Bits) - Some details you can add to the middle of Paved Roads. 0041 (Green) - Green ground type (similar to the Ground 3 in Ground section). 0043 (Ramp Edge Fixup) - Lets you create elevations to higher "Height levels". 0045 (Water Slopes) - Elevation for water (lets you lead water to higher "Height levels"). 0046 (Pavement (Use for LAT)) - Pavement ground type (similar to the Pavement in Ground section). 0047 (Paved Road Slopes) - Elevation for paved roads (lets you lead paved roads to higher "Height levels"). 0048 (Monorail Slopes) - Elevation for rails (lets you lead rails to higher "Height levels"). 0049 (Waterfalls B) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0050 (Waterfalls C) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0051 (Waterfalls D) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 0053 (Tunnel Floor) - Creates Tunnel ending with Paved roads. 0054 (Tunnel Side) - Creates "side" for Tunnel endings. 0055 (Track Tunnel Floor) - Creates Tunnel ending with Paved roads and Tracks. 0056 (Destroyable Cliffs) - Cliff that can be destroyed and used as entrance. 0057 (Water Caves) - Cliff with water caves in it. 0070 (Scrin Wreckage) - Scrin wreckage textures (WARNING: HUGE). 0072 (Dirt Track Tunnel Floor) - Creates Tunnel ending with Tracks. 0073 (Dirt Tunnel Floor) - Creates Tunnel ending. 0074 (Crystal LAT Tile) - Crystal LAT ground type (representing Green Tiberium) 0076 (Swampy) - Swampy ground type (usable on Water) 0078 (Blue Mold) - Blue mold LAT ground type (representing Blue Tiberium) 0080 (Crystal Cliff) - Cliff with Crystal LAT on it (+4 "Height levels" above ground). 0081 (Kodiak Crash) - Kodiak crash textures (WARNING: HUGE). NOTE: Some numbers may differ from the ones you will work with. Now, I would split these objects into 3 categories: Objects, Overlay, Ground, Other, so you can understand their features. Object - Characteristic / Description: They can be blocked by other Objects, aren't Overlay & Special and most of them are "3D" such as Vehicles, Infantry, Buildings, Trees, etc. Some of them are selectable by double-left-clicking on them and they are draggable by left-click-and-hold. Can be deleted by using Delete objects. Overlay - Characteristic / Description: Everything in Overlay & Special, can't be selected, often has weird field position (overlapping or near the edge of one field (not centered)). Can be deleted using Erase overlay. Ground - Characteristic / Description: Mostly "2D" items on the ground, on which you can place other Objects or Overlays + Water, Firestorm Defence. Can be deleted using Clear. Other - Characteristic / Description: Items you can't see in-game such as Waypoints, Celltags, etc. OTHER Vehicles, Aircraft, Infantry and Buildings have their "options" when you double-click on them. They are pretty much self-explanatory. ("upper" selection) File - Interface with map file(s) (save, open, create your maps through here) Edit - This is heart of triggers and programmed actions, that happen throughout map. I will talk about them in a while. Terrain - Tools, that help you manipulate with terrain (same as 9 images / symbols below) Map tools - Few useful, but dangerous Map tools. SunEdit 2k - Link to SunEdit 2k (I personally do not recommend this tool). Online - Links to a few (not) important websites. Options - Change some settings to personalize FinalSun and turn on / off some mapping tools. Help - Tips & Tricks related to mapping. Brush size - Change amount of affected tiles by your "brush" (works for OVERLAY and GROUND category). Other images / symbols are pretty much self-explanatory, when you aim cursor at them. ("Edit" options) Undo - Undoes your last action. (works for OVERLAY and GROUND category). Redo - Redoes your last action. (works for OVERLAY and GROUND category). Copy - Copies part of map, which you select. Copy whole map - Copies whole map. Paste - Pastes selection. Paste centered - Pastes selection in the middle of your map. Map - Edit basic map properties. Basic - Edit basic map settings. Special flags - Edit more map settings. Lighting - Change light in the map. You can make darker maps or lighter maps. Singleplayer settings - Edit these only and only if making Singleplayer map, but they still lack purpose. Houses - Create and edit Houses (sides) for your map. Local variables - 1 or 0 "switch". Used in Triggers and Scripts. Trigger editor - Tells AI when to execute what kind of action. Tag editor - Tags for Triggers. In most cases, you shouldn't edit these. Scripts - Tells AI what to do with Taskforce. Taskforces - Groups of certain units, that AI would build in order to create "strikeforce". Teams - Merges Scripts and Taskforces together and defines some more of their options. AI Triggers - Too complicated even for me 😕 AI Trigger enabling - Too complicated even for me 😕 INI editing - Edit map's .ini file directly. Basically: Scripts tells AI WHAT to do, Taskforces tells AI WITH WHOM to do it, Teams MERGE them together and Triggers tells AI WHEN / UNDER WHICH CIRCUMSTANCES to do it. If you want to learn more about Triggers, Taskforces, Teams, Scripts,... feel free to check this tutorial: https://forums.cncnet.org/topic/1642-how-to-make-or-edit-an-ais-behavior-in-tiberian-sun-and-in-red-alert-2/ or https://www.modenc.renegadeprojects.com/Maps/Section:_Actions or contact me through Reply, Private Message or Discord (LucasSK#4124). Also, be sure to check my YouTube Mapping Tutorials! https://www.youtube.com/playlist?list=PLjjwlzyJni7VrKTFltZ03e-4imT-_xwlD, where I will go through specific mapping situations (How to do certain thing,...). TIPS: (NOTE: I will update these occasionally , so feel free to send me yours) - read Manual by pressing F1 while in FinalSun or Tips (Help -> Tip of the day)! - while making map, play it once in a while to check if everything is working! - turn off Beginner mode (Options -> Beginner mode) to access all features of FinalSun. - make terrain as interesting as you can by putting multiple decorations there! - make sure things aren't overlapping! - test your map occasionally while making it! - FinalSun has many bugs, be patient and calm ! - there are many mapping tutorials available online. Just choose one! https://ppmforums.com/index.php?f=892 or https://forums.cncnet.org/forum/13-mapping-tutorials/ or https://forums.cncnz.com/topic/8683-tsra2-map-tutorial-triggers-taskforces-teams-and-scripts/. After reading this, you should have pretty good idea of what is mapping in FinalSun. If you have any other questions, need help with anything, something's missing here, found incorrect statement or something incorrectly explained here, please let me know through Reply, Private Message or Discord (LucasSK#4124). This is my 1st tutorial, so feel free to review it and ask further questions about mapping here😉. At last, I recommend you checking my recent addon which I am still working on - [TIBERIUM RESURRECTION] - https://forums.cncnet.org/topic/9186-wip-tiberium-resurrection/ and YouTube channel, where I am starting Mapping Tutorials series - https://www.youtube.com/playlist?list=PLjjwlzyJni7VrKTFltZ03e-4imT-_xwlD, where I will go through specific mapping situations (How to do certain thing,...). Have a good day.
  6. well.. recently u have added so much maps to the ladder such that its hard to check every map and reject it or choose sides for it.. That's a good thing u added more maps... The problem is why are there firestorm maps.. No one in TS plays firestorm maps nor they play fire storm game on.. It'd be better if u either remove these firestorm maps.. or if u r not gonna remove those maps, atleast askwhether we want to play firestorm game or not.. I guess removing forestorm maps will be better
  7. i can't see the laser of the core defnder is that intentional to prevent the internal error bug?
  8. Hi there just downloaded and installed Tiberian Sun Online from here. Whenever i want to start a game (TSMPLauncher.exe) (for instance i select Skirmish and then just Launch Game (with the default Map & AI Opponent)) i get "Unable to read scenario" Message and after clicking the ok button the game just hangs on a black screen. The same happens when i download Red Alert Online from here. Happened a few month back on Windows 10 v1809. Now happens on a clean, fully patched Windows 10 v1903. Hardware is an HP Elitebook 840 G5 with an Intel i7-8650U, 32GB RAM & NVMe SSD. No compatibility mode on any exe. Default Graphics settings: Automatic (DDrawCompat & ddwrapper doesn't work). pleas help! thanks Note: Separate Single Player installation of Tiberian Sun 2.03 works (classic & firestorm) so the hardware & os clearly can run tiberian sun.
  9. Tokra85

    Mouse Issues

    Hey guys I'm new in here and been having a headache until I came across your site getting the old C&C games going. My issue is with Tiberian Sun (at the moment) as I need to run it fullscreen as I want to stream it. I have a 2560x1440 monitor so run it at 1920x1080 in game, however I'm having the issue of my mouse constantly going over to my other 2 screens when scrolling across the map and if I click it send the game into crazy mode, minimizing and then messing up on OBS. If I play the game in window mode it locks the mouse in game, but OBS doesn't show the screen even though it detects the game capture window so have to use display capture instead. Anyway I don't want to confuse the matter bringing OBS into it but is there anyway of locking the mouse to the game in fullscreen with multiple monitor setup? Thanks!
  10. 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)
  11. Every time I launch the TSInstaller to install the game, an error comes up saying "Out of System Resources" this only happens on the Installer. It will let me continue and install the game, however at the end of the install it says that it can't complete it due to access restricted and then cancels.
  12. Getting a GAme EDitor to work on you version of C&C TS FS i enjoyed the old school versiion of C&C TS but now with the new ops system i cant play it like i used to i played it thur with out cheating whilei was in high school looong time ago - about 20 year now ( was shown game by my USMC recuriter ) i found your remake and it work on my computer but only issuse is the old school editor i enjoyed to prolong my fun does not want to work on your or even the newest C&C muitlptle pack ( steam download ) ( it allowed builind to almost be industrable and carry diffrent weapon then were given when installed / and medic could be enginner / MCV was free to buy on 1st missing / heilcpoter were fre and cheap ... ect ) Sun2k edit master code for the key gen ( website for help has been discontinuted ) but can still be found Tiberian Sun Abyss Downloads http://www.angelfire.com/wizard/animationmasters/ Sun Edit 2K Sun Edit 2k Key Generator Please help ..... love to give NOD their asses handed to them self once aging Sun2k edit master code for the key gen.txt
  13. hi, how to build this for fun on skirmish, what i need to change on the firestorm.ini?
  14. Hello is there any plans to add the random map generator to cncnet launcher? it was a cool feature in the original game.
  15. This is a solution to become a CnCNet host server in linux servers that have systemd for service control (Debian, Ubuntu,...): Do it as a root or add 'sudo' before every command: apt-get install libmono-system-core4.0-cil mono-runtime useradd -m cncnet wget -O /home/cncnet/cncnet-server.exe http://downloads.cncnet.org/cncnet-server.exe chown cncnet:cncnet /home/cncnet/cncnet-server.exe wget -O /etc/systemd/system/cncnet.service https://files.catbox.moe/z7y3nd.service # Change 'my new name server' to your own server name sed -i 's/My cool server/my new name server/g' /etc/systemd/system/cncnet.service systemctl daemon-reload systemctl enable cncnet.service systemctl start cncnet.service Make a service is better than crontab for auto start solution! This topic is related to https://forums.cncnet.org/topic/6325-how-to-host-a-cncnet-server/ cncnet.txt
  16. Hi there. I am working on my second Singleplayer Mission for Tiberian Sun but I have hit a snag. It won't load it gets to "involving factions" in the level loading list and an internal error pops up. I thought I had set up the Houses correctly? The layout of the map is done and I have done most of the trigger work finished ready to test but it won't load up. Could anybody help us out. Please? Regards. nodmission2.map
  17. Hi everyone! As I'm sure you all know, TS had a rough release, with lots of features either not fully polished, or cut from the game entirely. This includes features that WW clearly was not happy with, since they greatly altered them in RA2 (Jumpjet Troopers vs Rocketeers, just to name one example). I recently introduced a friend to these older C&C games, and while he likes TS, we both could not look past a lot of shortcomings. Thus, I wanted to know if there exists a mod that tries to fix/restore the content of the game to improve gameplay, i.e a sort of "quality of life" mod. I know there's plenty of total conversion mods and "remasters", but I'm looking for something that sticks as close as possible to the original, and merely improves on the less impressive features. TS Retro is a good example, introducing some neat features and fixes, but I'd prefer a mod that doesn't add new content (beyond stuff that was meant to be in TS in the first place) Below I listed a few of the bigger issues we had (we gathered them based on the GDI campaign, didn't get to the Nod campaign yet, so it's not fully comprehensive): Orca Fighter (serious AI issues, and you need dozens of them to kill something reliably, I can assume the Nod Harpy has similar problems) Jumpjet Troopers (they take forever to get in position and shoot at anything, require constant micro to stop them from landing and getting killed) Air units in general being horrible at revealing terrain and having awkward mobility Anti-armor weapons dealing pathetically low damage to infantry, and non-AP weapons doing almost nothing to armor Flames and railguns getting caught on slopes Unit voices (not enough variety, the TS Retro mod had an amusing solution for this) Firestorm walls do not work This is all that came to mind off the top of my head. Any suggestions?
  18. Hi! OSX Mojave user here. I tried installing the SP campaign, etc for Tiberian Sun today and I got this strange popup: "Linux/Mac: Please make sure either Wine+winetricks dotnet 2.0 or Crossover is installed to be able to play online". I tapped OK since I'm not going online, then it gives me the list of things I want to install. I select all, and it won't install them. It gets to 99% and says it can't install them, so I uncheck everything and just select Single Player missions. it works! Weird. Map editor installed fine too on a second go-around as well as desktop shortcuts. It seems to not want to install music or movies... grr. So it goes back to the main menu and I pick Single Player, and I just get the Tiberian Sun main menu in an all-black screen (I can hear the ambient music, the buttons when I roll my mouse over them, but it's just all black). What's the deal here?
  19. I'd like to explain some of the new units that have been uploaded recently: a package full of (most) fan made voxels and animations (infantry, vehicles, buildings, weapons, terrain), created over the years and years since TS started. Some of you already have seen some maps with these, and so far they're mostly test maps. Any map with the word 'VXLS' or 'Voxel' is a (test) map with some of them. http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VOXEL http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VXLS THeyre also in these (copy /map and code into cncnet) : /map e917eed3aa50bef39f6f265c9c690b788cd3de9e  Fortress Tower Forest [4] /map 58b6f72c996c3e80d21d68270f6ab68b3db43576  Fortress Tower Forest 2 /map be2dacfcea0e3d1dd522abc75fe1e31b8f01dfea  King of the Jungle /map 92c384a01632dc2a8de4a94f41a30ef5c1438f1e  TowerDefense Rally RACE! Jungle [V1] /map 4f573c8775f769ec4ec02b83b5af98e2009011b0  Oil Derricks but if you wanna peak at all of them, try this one: /map d77a5b52251353621a58cfa79c8130ae6b858542  Voxel Arena - All new models v1 All you need to do is open the map file (with wordpad) and pick the one you want, and copy it in your map. If you want to do it more efficiently, download XCC Utilities and open XCC Mixer, and browse to \CnCNet\TiberianSun_Online\MIX\expand11.mix, so you can see the unit (VXL or SHP file) and its name, and you simply Use "Image=" on your modded units or structures, or use animlist= for different explosions For Example we want CYBORG to have the image of the zone trooper, then we add this into your map: [CYBORG] Image=ZONE But ofcourse we can add the Zone trooper in our map as a new infantry as well. As for all the other ones. Please look at some modding tutorials on how to do that I will use this topic to explain more about it, but i'm glad i finally started this lol, for now, i will answer any question and will help you getting you the right codes for your mod. Oh and if you are a creator of one of these animations please tell me so we can give you credit, or tell me if you want it removed!
  20. I was playing Tiberian Sun, (as it is my favorite game in the Tiberium series.) and I noticed some problems, mainly this one. I was playing TS's First Decade release patched with TSpatch and running it using the automatic/GDI renderer. On my first attempt to play the GDI campaign, the game took longer than expected to load, but the first mission worked fine, but afterward the score screen had some graphical ghosting issues, but it didn't mess up anything, I moved on to the second mission and everything went fine in till the end, when "mission accomplished" was supposed to appear, the screen went white, the CGI cutscene plays, then the game automatically closes. I made one more attempt and the same happened minus the glitchy score screen. IDK what's happening, can somebody please fix this or tell me how I can? Please respond soon. Thank you.
  21. Frequently Asked Questions Game Specific Red Alert 2 & Yuri's Revenge Unable to set Video Mode The updater launcher will not exit .NET Framework 3.5 and 2.0 are required, but windows 10 won't download it. All games How do I add custom maps? I just downloaded CnCNet, or updated and my anti-virus flagged it as a virus CnCNet has been blocked by my anti-virus or is showing as a virus My game is slow, shows a black screen, or gameplay is choppy
  22. I recently updated my MacBook to macOS Mojave, and after the update the CNCNet application simply doesn't work. I've been trying for days now, but to no avail. I even tried to uninstall and install the application again, but nothing works. Is this something that you are working on? I really want to play some good old Tiberian Sun Also; are there anybody else with the same problem out there?
  23. Hello all, I am having an issue with the game, the title is somewhat self explanatory but I will give a bit more detail. All the files seem to be in the right place, going through all the MIX files doesnt show anything out of the ordinary, to my eyes anyway. Regardless of what Mission I start I always get the initial video - for GDI the Space station with Darth Vader starts for every GDI mission - NOD the dead soldier with the smashed helmet for every mission. The final mission videos seem to work however. Which ini/mix/text file do I edit to get the videos to play properly? Thank you
  24. I'm trying to make a super difficult AI to fight. I tried editing the rules.ini section like WarFactoryLimit = 100, or something like that with all the structures. But it doesn't build more than a certain number of structures. How would I make it build say, 10 refineries? I've been searching alot and haven't found any answer. Thanks for your help.
  25. NOTE: THIS IS TESTED AND WILL WORK ON CNCNET ONLY. SKILLS IN MAP FILE EDITING AND TRIGGER AND MODDING KNOWLEDGE IS REQUIRED. INTRO I've used Lin Kuei Ominae's "Ion collector" as oilderrick in map. it seems perfect for TS's form of RA2's oil derricks It makes for very interesting gameplay in TS, so far many people online really enjoyed it. Rampastring's Spawn patch and Give Credits trigger make so much possible, and this is just a glimpse of it. It's been tested on 3 maps so far, and has potential to be added on standard maps as well, just for fun. On these test version, the Ion Collectors will give you 100 credits every 10 seconds, and some power. Its a nice bonus, and even if you can keep your collector for 50 (tibsun) seconds, after its being hijacked by someone else, you at least have your engineer money back, and had the ability to build next to it. Of course the entire building is modifiable, right now its immune, can't be sold and you only need 1 engineer to capture it. (despite multi engineer) This is a nice map i found from the mod "The Second Tiberium War", just cuz i thought it was so pretty, i added them there to test and its a pretty smooth 1v1 gameplay This map are 2 more with these are in the attachments below. Note that these still have the testing 100$ per 10 seconds, and lots of power. in This tutorial on the other hand, reduced to $85 and little power. TUTORIAL Since it takes a big load of triggers to create the oil derrick logic, i figured to make it easier on everyone else, and provided a simple way to get them in your map. It is to simply copy paste the trigger codes in your map file. And attach the triggers (in Final Sun) to the building. (I also added a second approach in the attachment RAR file, using XCC_INI_CLT) THIS IS 1 SINGLE OIL DERRICK! DOWNLOAD OILDERRICK.RAR FOR 1,2,4 AND 8 OIL DERRICKS! [b]; If you already have triggers, Just copy paste the content under Tags, Events, Triggers, and Actions below your existing ones. ; This content includes [Houses], make sure you don't double copy it[/b] [Triggers] 01L10002=Neutral,01L10020,attach to Oilderrick#1,0,1,1,1,0 01L10004=Spawn1,<none>,Oilderrick#1 - spawn1,1,1,1,1,0 01L10006=Spawn2,<none>,Oilderrick#1 - spawn2,1,1,1,1,0 01L10008=Spawn3,<none>,Oilderrick#1 - spawn3,1,1,1,1,0 01L10010=Spawn4,<none>,Oilderrick#1 - spawn4,1,1,1,1,0 01L10012=Spawn5,<none>,Oilderrick#1 - spawn5,1,1,1,1,0 01L10014=Spawn7,<none>,Oilderrick#1 - spawn7,1,1,1,1,0 01L10016=Spawn6,<none>,Oilderrick#1 - spawn6,1,1,1,1,0 01L10018=Spawn8,<none>,Oilderrick#1 - spawn8,1,1,1,1,0 01L10020=Neutral,01L10022,Oilderrick#1 Captured by 2 ,0,1,1,1,0 01L10022=Neutral,01L10024,Oilderrick#1 Captured by 3 ,0,1,1,1,0 01L10024=Neutral,01L10026,Oilderrick#1 Captured by 4 ,0,1,1,1,0 01L10026=Neutral,01L10028,Oilderrick#1 Captured by 5 ,0,1,1,1,0 01L10028=Neutral,01L10030,Oilderrick#1 Captured by 6 ,0,1,1,1,0 01L10030=Neutral,01L10032,Oilderrick#1 Captured by 7 ,0,1,1,1,0 01L10032=Neutral,01L10162,Oilderrick#1 Captured by 8 ,0,1,1,1,0 [Actions] 01L10002=9,14,0,50,0,0,0,0,A,53,2,01L10004,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10004=1,106,0,50,85,0,0,0,A 01L10006=1,106,0,51,85,0,0,0,A 01L10008=1,106,0,52,85,0,0,0,A 01L10010=1,106,0,53,85,0,0,0,A 01L10012=1,106,0,54,85,0,0,0,A 01L10014=1,106,0,56,85,0,0,0,A 01L10016=1,106,0,55,85,0,0,0,A 01L10018=1,106,0,57,85,0,0,0,A 01L10020=9,14,0,51,0,0,0,0,A,53,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10022=9,14,0,52,0,0,0,0,A,53,2,01L10008,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10024=9,14,0,53,0,0,0,0,A,53,2,01L10010,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10026=9,14,0,54,0,0,0,0,A,53,2,01L10012,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10028=9,14,0,55,0,0,0,0,A,53,2,01L10016,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10030=9,14,0,56,0,0,0,0,A,53,2,01L10014,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10032=9,14,0,57,0,0,0,0,A,53,2,01L10018,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10004,0,0,0,0,A [Events] 01L10002=1,1,0,50 01L10004=1,13,0,10 01L10006=1,13,0,10 01L10008=1,13,0,10 01L10010=1,13,0,10 01L10012=1,13,0,10 01L10014=1,13,0,10 01L10016=1,13,0,10 01L10018=1,13,0,10 01L10020=1,1,0,51 01L10022=1,1,0,52 01L10024=1,1,0,53 01L10026=1,1,0,54 01L10028=1,1,0,55 01L10030=1,1,0,56 01L10032=1,1,0,57 [Tags] 01L10003=2,ATTACH TO OILDERRICK #1 1,01L10002 01L10005=2,Oilderrick#1 - spawn1 1,01L10004 01L10007=2,Oilderrick#1 - spawn2 1,01L10006 01L10009=2,Oilderrick#1 - spawn3 1,01L10008 01L10011=2,Oilderrick#1 - spawn4 1,01L10010 01L10013=2,Oilderrick#1 - spawn5 1,01L10012 01L10015=2,Oilderrick#1 - spawn7 1,01L10014 01L10017=2,Oilderrick#1 - spawn6 1,01L10016 01L10019=2,Oilderrick#1 - spawn8 1,01L10018 [Houses] 0=GDI 1=Nod 2=Neutral 3=Special 50=Spawn1 51=Spawn2 52=Spawn3 53=Spawn4 54=Spawn5 55=Spawn6 56=Spawn7 57=Spawn8 Save, Open Final Sun and Attach #Oilderrick1 to your oilderrick building! To Change the amount of credits, Select all copied lines under Actions, Replace all: ,85, replace with ,youramount, To change the delay between credits, select everything under Events, Replace all: ,10 replace with ,youramount (Using notepad++ you can select columns holding ALT Now to add your Charge Collector, copy these codes in your map, if you already have mods or imported rules.ini in your map, then make sure you don't double up on [Animations] and [BuildingTypes] (YOU CAN SKIP THIS STEP IF YOU USE A DIFFERENT BUILDING) [Animations] 1045=ICCPP_A 1046=ICCPP_AD 1047=ICCPP_B 1048=ICCPP_C 1049=ICCPP_C2 [BuildingTypes] 277=ICCPP 278=ICCPPUP 381=ICCPPUP1 382=ICCPPUP2 383=ICCPPUP3 [ICCPP] Cost=800 Name=Ion Charge Collector Armor=heavy Owner=GDI,Nod Power=10 Sight=4 Crewed=yes Immune=yes Points=40 Adjacent=8 Strength=15000 Upgrades=3 Explosion=FIREEXPL MaxDebris=6 TechLevel=-1 Capturable=true Unsellable=yes ThreatPosed=0 TogglePower=no DamageSmokeOffset=300, 300, 450 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys [ICCPPUP] Cost=300 Name=Charge Collector Armor=wood Image=ICCPP_C Owner=GDI Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=-1 Capturable=no ThreatPosed=0 PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP1] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP2] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP3] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP Make all the edits you want, there is a trigger that stops the money going when building is destroyed by C4. Use BridgeRepairHut=yes to avoid C4 ; Make sure you use Notepad's 'replace all' function (ctrl+f) And check "In selection only", AND ofcourse, if you mess something up just use CTRL+Z (undo) HOW THIS WORKS/HOW IT'S MADE If you want to make something similar, first make sure the client you use is updated with the latest hacks, so it will include being able to use Spawn locations in triggers, activating it by adding the [Houses] list in your map as listed in the code. Plus the give credits should be in the hack too. (TS-Client should have this, but have not tested this yet) To create a "give credits" trigger, you have to make sure you have the right edits in FSData.ini in the Final Sun folder. Under [Actions] number 106 should be: 106=Give Credits...,0,2,5,0,0,0,0,0,0,Give credits to a specific house.,1,0,106 Make this change and save if its not there. The triggers have been created with Final sun's, under Edit> trigger editor (with disabled beginner mode under Options), using 8 repeating triggers with events "Entered by" with spawn1 as parameter in the first triggers, spawn2 in the next, etc. all with Action "enable trigger", enabling each their own Trigger, the "give credits" loop, and also 7 disable all other houses credits loop. So the give credits loop need another 8 repeating triggers, Using event Time elapse, and action give credits. Make sure you have all the triggers options owner set to Neutral and repeating. Then you attach the "entered by spawn1" to your oil derricks, and in that same trigger's options attach the"entered by spawn2" trigger, and in that trigger attach spawn3, etc. You can download one of the maps i attached here, to check it out yourself and see how the trigger's work. So this how to create 1 single oil derrick and its logic, its alot of clicking i know, so I've used PTapioK's amazing time safer software "TSWaveMaker" To clone all the triggers use its ascending parameters to quickly clone them. But You could probably copy paste them (under lists actions, events, tags, triggers) and simply change the ID's (I use Notepad++, using holding alt and select the colomn i wanna change, then go to edit> column editor, that way you can quickly change a list of ID's) WHAT CAN GO WRONG? Using 2 different editor on the same file could delete your work. So Always make sure you Reload the file Each time you made an edit. Using a software like notepad++ will always ask you to reload it, Final sun does NOT. If this will crash its possible that the client you're using isn't up to date, for this is tested and working in CnCnet. I Made each oilderrick's trigger ID to start with "01L1", and the second "01L2", etc. so you should not have any trigger duplicates And once again, if you already have triggers, you have to cut/copy all content under [Tags],[Triggers],[Actions],[Events] or use my alternate way i used in the RAR attachment file Using triggers can always crash untested, and so its smart to test every little thing first. Or ever smarter, get a coach that knows alot about final sun. Me, Ptapiok, Humble, Skylegend, and many others don't mind helping you on on the discord sever https://discord.gg/CMMVFYk if you have any trouble what so ever. OTHER THEN ALL OF THAT, COPYING ALL CODES UNDER [Tags],[Triggers],[Actions],[Events] will most likely work (on CnCnet for sure). Download OILDERRICK.rar in attachment: arid chasm ion collectors.map conflict oilderricks.map GSO oilderricks.map OILDERRICK.rar
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