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Found 204 results

  1. Hi, I installed cncnet_1.0_all.deb successfully however when it tries to run the initial setup/update it gives an error: Download failed: Success. In the window behind it seems that it is trying to download dotnetfx.exe and failing with the error "Cannot connect". Subsequent attempts to launch cncnet give the following error: 0009:err:mscoree:CLRRuntimeInfo_GetRuntimeHost Wine Mono is not installed However, if I run rm -rf ~/.local/share/cncnet then run cncnet it will open the cncnet window with the same "Download failed: Success." error while trying to download dotnetfx.exe I am running Pop! OS 20.04 which is based on Ubuntu 20.04. Any help is appreciated.
  2. I just downloaded the Tiberian Sun: Firestorm game from the site and I was so excited to get to play this game again. Then when I went to click on the icon to start playing, I received a notice that the extention 'Game.exe' had been moved or was deleted and I have no way to play this game that I just installed. Can anyone help tell me why? Windows 10 x64 OS.
  3. Hi Guys, I'm fairly new to this, but I wanted to make some slight changed to the veterancy settings in the rules.ini and firestorm.ini. I was using the guide from this website: http://tiberian.iwarp.com/editingguidetots.htm to get me started. There are a few things I don't understand. There are VeteranAbilities and EliteAbilities, as well as a bundge of multipliers for veterancy bonuses (veteran factors). I figured out that to make the veteran factors work, they need to be in correspondence with the VeteranAbility or EliteAbility it corresponds with (e.g. "VeteranCombat" factor corresponds with the "FIREPOWER" VeteranAbility that is to be added in the unit characteristics under VeteranAbility or EliteAbility (if I'm off somewhere, please correct me). What I want to achieve is a veterancy bonus for FIREPOWER for example when the unit gains veterancy and I would like to give it another bonus when it turns elite. The sample below is how I tried to achieve that with the Hover MRLS: --- Name=Hover MLRS Category=AFV TargetLaser=yes FireAngle=32 Prerequisite=GAWEAP,GARADR Primary=HoverMissile TooBigToFitUnderBridge=true Strength=230 Armor=wood TechLevel=7 CrateGoodie=yes Sight=7 Speed=7 Owner=GDI Cost=900 Turret=yes Points=30 ROT=5 Crusher=no Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=25-I000,25-I002,25-I004,25-I006 VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022 VoiceAttack=25-I014,25-I022,25-I024,25-I026 VoiceFeedback= MaxDebris=4 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=FASTER,STRONGER,FIREPOWER,ROF,SIGHT EliteAbilities=SELF_HEAL,FASTER,STRONGER,FIREPOWER,ROF,SIGHT --- When I test this, I found it only get's the bonus on first veterancy, but not a second time when going to Elite (even though that is what I put in the rules.ini). Can someone tell me what I am doing wrong and how should I achieve this? It is simply meant to make the whole deal of gaining veterancy and elite status more gratifying. Thanks!
  4. We have a private discord server for Tiberian Sun ladder players set up now as well! Players can suggest maps in there and we're also going to have polls. Everyone who played at least 10 ladder games can join. Post here if you want to join or send me/xme a message on cncnet OR discord OR post here in the forums and tell us the nickname you used to play the 10+ games. Example: Here is how it looks like on the Red Alert 1 ladder discord: It will be similar on the Tiberian Sun discord.
  5. I am on windows 10 and 1 of 3 tiberian sun games is freezing and auto rebooting my computer, no other game on my computer does this, please respond only with known working solutions, thanks.
  6. 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
  7. I got the complete whatchawhatever from Origin and I'm trying to relive the wonderful days of my introduction to RTS, but it seems as if none of the games are functioning. For Tiberian Sun, clicking anything in the menu freezes the whole program. For C&C RA2/YR, the mouse is invisible. And so on. Is it really necessary to download third party patches for games that Origin (Electronic Assholes) are charging money for? You have my thanks and best wishes, Me
  8. I Am unable to Update Tiberian Sun after installation, i turn off Windows Firewall and still message with timeout while trying to download updates, can i download the update manualy?
  9. https://drive.google.com/open?id=1w-50ge0eQdvbfTHmKH5n-aQm-gno3B0s I have been receiving this error code when I try to download the movies from the installer or using the component installer. Does anyone know what this is?
  10. was fine yesterday, exited, when finished, caused graphics crash now trying to play nothing happened when i opened it from the launcher, went to the folder launched from game.exe and got it in a small window, its now doing this for everything... its ignoring all the settings in the C&C.NET launcher
  11. Hello guys, im a Tiberian Sun player for the ones who don´t know me and i recently tried to install OBS program to have some fun and stream what ever i want in Twitch or Youtube, but can´t put it to work. So , i created a "scene" and added all sort of "sources", game , display and window capture, the last one is the only one that shows anything, if i use the window capture i can only stream the Cncnet lobby and if i launch a game nothing happens and the OBS keeps streamming the game channel , all other options dont work. I tried to stream throught Twitch and worked but i installed OBS since everyone was using and gave good input about it. All help is appreciated, if not thanks anyway! My Pc runs Win 10.
  12. 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)
  13. Hello everybody, Every Tiberian Sun player probably remember the 2 missions of GDI "Secure Crash Site" and "Defend Crash Site". These 2 missions occures in the same geographical area. I want to merge these 2 maps into a one multiplayer map. I've found the map files of these 2 maps and I tried to merge them, in some way, but I didn't worked out. Does anyone know how to do this, and can guide me please? I think this map will be a great multiplayer map Hope for help 🙏🙏🙏🙏🙏
  14. Custom map previews are enabled again! This gives a great advantage to specialty maps, you can actually make it stand out so players will actually stay and try it out, and also list the required map options in the image Funky even made a little tool that creates the code, to put in map. A simple drag image on top of the tool and voila, Create custom image (256x256 pixels max) Drag image on top of CnCNetPreviewGen.exe Download copy code of created file into your map save map, restart cncnet, pick map, click on blue WARNING button, give me your checksum+map name Reply with checksum and map name here, or pm me whatever u want Then i'll whitelist it!! Give it to me like this example: 5e5af5ae6491ad645de88ca03e8f636bbf78557b=TowerDefense Rally RACE! Jungle [V2] @Agrathore @A3H-Hitman @PTapioK @eliteGi @bk57 @Humble plz let other map makers know too, can't think of them all atm, ty.
  15. Hello everyone, I was wondering if there's a way to slow down the first AI attack on Skirmish mode. I want to slow the AI because I want to build my entire base first, and only then to start fighting them. If it is important to note: I'm always playing against AI armies on level "Hard". I tried to set the values of "TeamDelays", "AIHateDelays", "AttackInterval" and "AttackDelay" (file: rules.ini), but none of these solved the issue. It is possible to control this? maybe with the "rules.ini" file? If so, I would like to know what values to change in order to delay the first attack of the AI. Hope for help
  16. I'm playing on a high resolutions screen and with Red Alert 2, I can specify ClientResolutionX/Y in the RA ini file. I tried doing the same in SUN.ini to no avail. Is there another way to achieve the same result?
  17. Hayley27

    Runtime error

    Played twice with my sister tonight and both times it crashed and came up with this: Runtime error. R6025 - pure virtual function call. Any ideas? I'm not very tech wise so please answer in simple terms. Thankyou
  18. You added a change three months ago - "q" key is now use for multiple movment ability. The point is, we used to use "q" for attack + move with titan, hover ro dizz. Because of the change, it becomes very difficult to control movement + attack together. Can the keys be separated? Leave the "Q" key as it used to be, and add another key for multiple movements.
  19. 1:48 - Converting RA2 map to TS map 2:51 - Repairing map 3:36 - Enlarging the map 4:34 - Copy pasting water 4:55 - Copy pasting cliffs 5:33 - LOVE BABY (lol) 5:54 - Placing small natural cliffs 8:18 - Copy pasting difficult terrain 10:33 - Copy pasting terrain from different map 13:01 - Inserting red tib tree 13:33 - Inserting new Civilian buildings (xtx) 13:37 - Inserting and editing the big GDI Canon Part2: 0:01 - Fixing weapon mistake 0:37 - Search tool 0:50 - Edited INI mod (for any possible errors) 1:55 - Explaining trigger system: Steal 2 buildings 2:28 - Turning all desired buildings a specific house in notepad++ 4:00 - loading backup from np++ trick 4:21 - Replacing new ini on top of existing saturn canon mod 5:50 - Creating trigger system: Steal 2 buildings 10:20 - Testing Triggers 10:46 - Cloning triggers for all spawns 11:15 - Using 2nd view in np++ 11:43 - Organizing Trigger and Tag Lines for editing purposes 12:14 - Using Ctrl+F in np++ to make quick edits 12:46 - Hold Left Alt to column select and edit multiple lines 13:04 - Column select and use column editor (alt+c) 14:39 - Same technique for spawns in events and actions part 3: 0:04 - Manually editing Actions (organizing codes) 1:17 - Column editing spawn's (This can be done in TSWaveMaker too, which i show you in later parts) 2:45 - Making all triggers disable themself 3:50 - Checking my manual work 6:12 - Continuing finalsun changes in np++ 7.00 - 10.00 - checking everything 10:15 - resolving mistakes 10:52 - Found mistake 12:13 - testing if trigger works for all spawns 12:28 - Creating Ai script to fully test re-capturing with all spawns 13:43 - typing backwards in taskforces lol 14:06 - ai's engineer script to capture building part 4: 0:56 Delaying ai engi attack 1:42 - Cloning the trigger system for all 8 buildings and spawns (ini file and notepad++trick) 03:40 - Copying all trigger related tags into an INI file 4:20 - Copying file 4:57 - Renaming all ID's, copying 6:14 - renaming the copied one 6:40 to 8-50 - Copying it as many times as needed ( total of 9:13 - Multiple file selecting trick in windows 10:17 - Renaming the first 2 triggers for the entire system 11:00 - Adding all the INI files in a map 12:00 - Finalizing them all in a single ini file 12:58 - Inserting it in the map 13:32 - Awh yeah look how fresh part 5: 0:15 - Repairing ini file and reinserting (all will overwrite) 1:13 - attaching the triggers to the buildings w finalsun (with copy paste ofcourse) 1:35 - using the system trigger (leftovers) to mutant barracks with big sams 3:13 - Inserting big sam & editing its weapon 3:50 - adding mutant barracks too 4:46 - BIRD (flybug) buildable with mutbar 7:05 - Make tunnels in your map (seperat vid: part 6: 0:25 - Using np++ Multi clipboard (handy addon) 0:53 - Giving Oil Tanker a crate 1:45 - Editing Crate rules 2:18 - saving map, reloading in np++ and pasting rules 2:33 - Turn traincrate and truck to Yes under [Basic] 4:50 - 1 Adding OilTanker to Tasforce 5:24 - 2 Placing waypoints 6:15 - 3 Making it loop around with a Script 7:01 - 4 Combing all above with TeamTypes 7:42 - 5 Making a trigger to activate team 9:14 - Copying the ^^ loop with TSWaveMaker 12:45 - Testing Tanker 14:25 - putting water ripples behind the floater (locomotor) Part 7: 0:27 - Testing if crate appears on shore 2:08 to 5.20 - Going through an ini mod, deleting tags i don't want 6:00 - Starting with Little machine gun boat 9:14 - Placing organized waypoints on map 11:30 Scripting boat attacks Part 8: 0:00 - Continu scripting ai boats 1:05 - Cloning+ editing scripts with TSWaveMaker 3:47 - Making taskforces and teams for ai boats 5:03 - Cloning Teams with TSWaveMaker 5:55 - Creating the trigger for the teams 8:49 - map error while testing 9:14 - Checking weapons (weapons wrongly coded always cause errors) 10:37 - Testing again, haha there they are. Original topic: ___________________________________ As much as I enjoy being creative, spending too much time in maps have to come to an end for me. I'm spending the same time now, on making tutorials on what i've learned along the way. I made a bunch of tutorial video's already and two of them already uploaded on youtube. I just really want people to know how great Tiberian Sun is! The way they made C&C is incredible: So much is edit-able, mod-able, so many idea's are born cuz of how well they structured all of it. Even tho its pretty old by now, I'm still impressed! I don't see this type of editing possible any where else! And I enjoyed making maps so much, it always gave me such joy because every idea always works and for people to play it online makes me so happy! There is so much too it! Also, the tutorials on ppmsite are often for advanced map makers, so I want to simplify everything and really get into the basics. I really hope more people would make maps and are not afraid to explore whats beyond terrain editing. Just ask for help! So far I made an Intro video and only a "how to properly make cliffs" video. I really suggest to find the proper way of editing! Cuz you can lose a lot of time by not knowing the short cuts. And thats the second reason i'm making tutorials: Know what works and more importantly what Doesn't! CnCnet TS MAP MAKING TUTS: Intro: What you can create https://www.youtube.com/watch?v=bAsJmFJ_kRA FinalSun Tutorial: Update & How to properly make cliffs https://www.youtube.com/watch?v=mhIorPyiCek More video's are coming up!!!
  20. This is a solution to become a CnCNet host server in linux servers that have systemd for service control (Debian, Ubuntu, CentOS...): Do it as a root or add 'sudo' before every command: useradd -m cncnet wget -c https://downloads.cncnet.org/cncnet-server-core.tgz -O - | tar xz -C /home/cncnet chown cncnet:cncnet /home/cncnet/cncnet-server-core wget -O /etc/systemd/system/cncnet.service https://files.catbox.moe/dz1q2i.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
  21. Aro

    Unauthorized Use of Maps

    Hello everybody. I haven't been active in the Command & Conquer community for some time, it's nice to see that it is still thriving and that there is plenty of online activity, with that being said, a friend of mine has brought something to my attention that I wanted to query with the current staff. In the Tiberian Sun Client there appear to be some maps that are being used that were maps that I had initially made exclusively for Twisted Insurrection. Some of these maps started off as remakes of maps from other games like Red Alert 2 such as the ones titled Rocky Road, Twinside and Redemption. I am not particularly bothered about these for the reasons stated earlier, despite the fact that they were remade from the ground up, but they are still shamelessly pulled from Twisted Insurrection with minor edits to make them compatible with Tiberian Sun, they even use the same alternative name that I gave them as opposed to the names of the maps they were based on which shows they were directly taken from the mod. My main gripe is that there is also the map Vinifera Valley which has been a Twisted Insurrection exclusive map that I created quite some time ago. It appears that it is in circulation at the moment as part of an official update to the Tiberian Sun Client , yet, no credit is given to myself or to Twisted Insurrection itself for use of the map anywhere as far as I can tell. I have checked with the active members of the Twisted Insurrection team as of the moment and, as far as we know, nobody asked permission to use these maps and no credit has been given. May I ask why this is and what has happened here? Thanks.
  22. THIS MESSAGE CONTAINS TWO VERSIONS, READ THOROUGHLY! & Dont worry about the rest of the topic underneath the green image First, FinalSun Standalone - Install & Go For your convenience a finalsun that works/opens right away after installing I've used the Patched version of FinalSun compiled by E1Elite https://ppmforums.com/post-584941/finalsun-101-patches/ ( FS_TSClient_20200403) DOWNLOAD FinalSun Standalone - Install & Go HERE: https://drive.google.com/file/d/1T1Hyc6X6dfCsHcUdp5BsZqZooditlswp/view?usp=sharing 15 MB (because of the mix files it needs) HOW THIS WORKS I've gathered all the files that FinalSun needs to fully operate, created a batch file that will set the path of game.exe inside finalsun.ini. Then Created an exe extraction pack with WinZip that opens the batch file after extraction, so there is no hassle of setting the game.exe or the missing tibsun.mix file error that everyone loves so much. And it also sets a desktop shortcut __________________________________________________ Second, A version of finalsun that can toggle on/off the public MODS that are uploaded on CnCnet I also created a little menu that brings together all utilities I like to use during making a map. It is not very special. Its just a shortcut menu to some Community Tools, some lightweight free portable software, and some tabs to explore more mapping options but can come in quite handy. This Installation also sets a shortcut of the menu to your desktop. DOWNLOAD FinalSun Standalone CnCnet mods and ToolKit: https://drive.google.com/file/d/10qymcqWxsW9hLpLsM-T_DtcB_Mp4MNor/view?usp=sharing 123 MB (from all the utilities and mods) NOTE: Please keep in mind to use the little portable tools at own risk. Make sure to understand the small Macro recorder before using it. Their Icon appear in the bottom right system tray, so thats where u can close them if you need to. For the Grid utility, it starts in protractor and you can change this to a very handy grid that might make it easier on working symmetrical These tools are free and known as save, ripped off the internet and personally scanned with Avast, harmless imo but its still at own risk. +Note: Your virusscanner might fail the first installation attempt. Oh and here the files for if u just wanna update/fix a vanilla final sun. THE REST OF THIS TOPIC IS OUTDATED! Don't worry so much about the rest of this topic. Final sun files 8-12-2018.zip Final Sun Updates - Fixed Paint random trees - Fixed missing trigger numbers - Fixed Text triggers (Under [Actions], "11,4,1" should be "11,0,1") - Added Text triggers Tutorial & Auto-ally tutorial - Added Marble Mode - Beginners Mode already Disabled - Added all Spawn Locations - Free Radar enabled Utilities MapNameLinker (by ptapiok) A new tool by Ptapiok which allows you to see the real map names instead of the file names. Just Open up your map folder and Put it on alphabetic order by Pressing the 'Map Name' Tab. CnCnet gives all map file names horrible names, so thanks Ptapiok for this amazing time saver! TSWaveMaker (by ptapiok) Another GIANT time saver for if you're into AI mission,compstomp or tower defensive map making. You can organise and clone your teams & scripts, you can multiple select everything and give it ascending orders, plus there are some fixes and better explanations. Make a MASSIVE AI map in Just a FEW Minuts! Read about TSWaveMaker on https://ppmforums.com/viewtopic.php?p=531511 TibEd Do not allow this software to make changes to your map! Instead, just use it to look up the codes u need. All the codes you need are organised and easy to change, copy and paste into your map! (Install TibEd yourself) SunEdit 2k If you install this, you can open it in final sun, make easy changes to your units, and save it back into your map! it needs a serial after 1 month, but the maker gave us a keygen, which is included. TS & RA2 Tunnel Drawer v1.02 Create a Tunnel in Final Sun, then use this flash file to fix the code, tutorial: https://forums.cncnet.org/index.php?topic=6225.msg45922#msg45922 NOTE: Please check out all the tutorials on ppmsite.com and cncnet.com forum, also use the manual in final sun. DOWNLOAD: Utilities + Fixed Files to replace/add in finalsun folder: mirror 1 https://drive.google.com/file/d/0B6M2MyqeyRCzRjBKRWxVVTFPc2s/view?usp=sharing mirror 2 http://www.filedropper.com/fixutilities All files + Final Sun itself: mirror 1 https://drive.google.com/open?id=0B6M2MyqeyRCzeWVkUGlXMFlUS1E mirror 2 https://ufile.io/0653a UPDATED THIS, CHECK MESSAGE BELOW! (#comment-69076 ) Replacable files mapnamelinker and tutorial.zip
  23. We removed the macOS downloads since Apple dropped support for 32-bit applications in their latest version of macOS (10.15 Catalina). Downloads might be added again at a later point once there is a solution for supporting the new macOS Catalina. If you're running a older version of macOS: You can still download our old version, but it isn't supported by us anymore and we can't really help you with it if there are issues... http://funkyfr3sh.cnc-comm.com/files/CnCNet.dmg Note: On macOS mojave you'll need to manually give “Accessibility” permissions to CnCNet to be able to play or else you'll end up with a black screen. If you're running the new macOS Catalina 10.15: Use bootcamp: https://support.apple.com/en-us/HT201468
  24. 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. Let's break-down Triggers into detail: NOTE: Some triggers may not work in certain situations. EVENTS: #0 No Event / This is a null event. There is no need to ever use this in a real trigger. #1 Entered by / Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell. #2 Spied upon / Detects when a spy has entered the attached building. #3 Thieved by / Triggers when a thief steals money from the specified house. #4 Discovered by player / Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud. #5 House Discovered / Triggers when the specified house has any of its units or buildings discovered by the player. #6 Attacked by any house / Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count. #7 Destroyed by any house / Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count. #8 Any Event / When used alone it will force the trigger to spring immediately. #9 Destroyed Units All / Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions. #10 Destroyed Buildings All / Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions. #11 Destroyed All / Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game. #12 Credits exceed / Triggers when the house (for this trigger) credit total exceeds this specified amount. #13 Elapsed Time / Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'. #14 Mission Timer Expired / Triggers when the global mission timer (as displayed on the screen) has reached zero. #15 Destroyed Buildings / Triggers when the number of buildings owned by the trigger's specified house have been destroyed. #16 Destroyed Units / Triggers when the number of units owned by the trigger's specified house have been destroyed. #17 No Factories left / Triggers when there are no factories left for the house specified in the trigger. #18 Civilians Evacuated / Triggers when civilians have been evacuated (left the map). #19 Build Building Type / When the trigger's house builds the building type specified then this event will spring. #20 Build Unit Type / When the trigger's house builds the unit type specified then this event will spring. #21 Build Infantry Type / When the trigger's house builds the infantry type specified then this event will spring. #22 Build Aircraft Type / When the trigger's house builds the aircraft type specified then this event will spring. #23 Leaves map (team) / Triggers when the specified team leaves the map. If the team is destroyed it won't trigger. If all but one member is destroyed and that last member leaves the map it WILL spring. #24 Zone Entry by / Triggers when a unit of the specified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell. #25 Crosses Horizontal Line / Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell. #26 Crosses Vertical Line / Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell. #27 Global is set / Triggers when the specifed global (named in Globals.INI) is turned on. #28 Global is clear / Triggers when the specified global (named in Globals.INI) is turned off. #29 Destroyed by anything [not infiltrate] / Triggers when attached object is destroyed but not if it infiltrates a building/unit. #30 Low Power / Triggers when the specified house's power falls below 100% level. #31 Bridge destroyed / Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge. #32 Building exists / Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying. #33 Selected by player / Triggers when the unit is selected by the player. Use in single-player only. #34 Comes near waypoint / Triggers when the object comes near the specified waypoint. #35 Enemy In Spotlight / Triggers when an enemy unit enters the spotlight cast by the attached building. #36 Local is set / Triggers when the specifed local is turned on. #37 Local is clear / Triggers when the specified local is turned off. #38 First damaged (combat only) / Triggers when first suffering from combat damage from combat damage only. #39 Half health (combat only) / Triggers when damaged to half health >from combat damage only. #40 Quarter health (combat only) / Triggers when damaged to quarter health >from combat damage only. 41 First damaged (any source) / Triggers when first suffering from combat damage from any source. #42 Half health (any source) / Triggers when damaged to half health >from any source. #43 Quarter health (any source) / Triggers when damaged to quarter health from any source. #44 Attacked by (house) / When attacked by some unit of specified house. #45 Ambient light <= / Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100. #46 Ambient light >= / Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100. #47 Elapsed Scenario Time / When time has elapsed since start of scenario. #48 Destroyed by anything / Triggers when destroyed by anything what-so-ever. #49 Pickup Crate / When crate is picked up object the trigger is attached to. #50 Pickup Crate (any) / When crate is picked up by any unit. #51 Random delay / Delays a random time between 50 and 150 percent of time specified. #52 Credits below / Triggers when the house (for this trigger) credit total is below this specified amount. #53 Player under EMP effect / Specific house is under EMP effect. ACTIONS: #0 No Action / This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it? #1 Winner is / The winner will be forced to be the house specified. The game will end immediately. Typically the player's house is specified. #2 Loser is / The loser will be force to be the house specified. The game will end immediately. Typically the player's house is specified. #3 Production Begins / The computer's house (as specified) will begin production of units and structures. #4 Create Team / Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however. #5 Destroy Team / Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams. #6 All to Hunt / Forces all units of the house specified into 'hunt' mode. They will seek out and destroy their enemies. #7 Reinforcement (team) / Create a reinforcement of the specified team. The members of the team WILL be created magically by this action. #8 Drop Zone Flare (waypoint) / Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location. #9 Fire Sale / Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer. #10 Play Movie / Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes. #11 Text Trigger / Display the text identified by the label in Tutorial.ini. #12 Destroy Trigger / Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created. #13 Autocreate Begins / Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit. #14 Change House / Changes owning house to the one specified for attached objects. #15 Allow Win / Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action. #16 Reveal all map / Reveals the entire map to all players. #17 Reveal around waypoint / Reveals a region of the map to the player around the waypoint specified. #18 Reveal zone of waypoint / Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution. #19 Play sound effect / Plays the sound effect specified. #20 Play music theme Plays the music theme specified. Look up the number of the song in Theme.ini then add 1. #21 Play speech / Plays the speech sound specified. #22 Force Trigger / Force all triggers of this specified type to spring regardless of what it's event flags may indicate. #23 Timer Start / Start the global mission timer. #24 Timer Stop / Stop the global mission timer. #25 Timer Extend / Extend the global mission timer by the time specified. #26 Timer Shorten / Short the global mission timer by the time specified. It can never be reduced below 'zero' time. #27 Timer Set / Set the global mission timer to the value specified. #28 Global Set / Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games. #29 Global Clear / Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games. #30 Auto Base Building / Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on' the computer takes over as if it were in skirmish mode. (ps make sure he has a con yard). #31 Grow shroud one 'step' / Increase the shroud darkness by one step (cell). #32 Destroy attached building / Destroy any buildings bridges or units that this trigger is attached to. #33 Add 1-time special weapon / Add a one-shot special weapon (as indicated) to the trigger's house. #34 Add repeating special weapon / Add a permanent special weapon (as indicated) to the trigger's house. #35 Preferred target / Specify what the trigger's house should use as its preferred target when using special weapon attacks. #36 All change house / All objects of one house change ownership to specified house. #37 Make ally / Cause this trigger's house to ally with the house specified. #38 Make enemy / Cause this trigger's house to un-ally (declare war) with the house specified. #39 Change Zoom Level / Changes the zoom out level of the player's radar map. Use 1 for normal view 2 for zoomed out. #40 Resize Player View / Changes the player's viewing rectangle into the map. Enter as: x, y, w, h where x, y gives the upper left corner and w, h give the width and height. #41 Play Anim At / Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list). #42 Do Explosion At / Creates an explosion in the specified cell using the specified warhead. #43 Meteor Impact At / Sends a meteor at the specified cell. #44 Ion Storm start / Starts an ion storm sequence to run for the specified number of game frames. #45 Ion Storm stop / End an Ion storm in progress. #46 Lock input / Disables user input. #47 Unlock input / Enables user input. #48 Center Camera at Waypoint / Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results. #49 Zoom in / Zooms the tactical map in. #50 Zoom out / Zooms the tactical map out. #51 Reshroud Map / Reshrouds the entire map for all players. #52 Change Light Behavior / Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight. #53 Enable Trigger / Enables the target trigger. #54 Disable Trigger / Disables the target trigger. #55 Create Radar Event / Creates a radar event at the specified waypoint. #56 Local Set / Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'. #57 Local Clear / Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'. #58 Meteor Shower At / Creates a meteor shower around the specified waypoint. #59 Reduce Tiberium At / Reduces Tiberium around the specified waypoint. #60 Sell building / Sells the building attached to this trigger. #61 Turn off building / Turn off building attached to this trigger. #62 Turn on building / Turn on building attached to this trigger. #63 Apply 100 damage at / Applies 100 points of HE damage at location. #64 Light flash (small) at / Shows a small light flash at location. #65 Light flash (medium) at / Shows a medium light flash at location. #66 Light flash (large) at / Shows a large light flash at location. #67 Announce Win / Announce that player has won. #68 Announce Lose / Announce that player has lost. #69 Force end / Force end of scenario. #70 Destroy Tag / Destroy tag and all attached triggers. #71 Set ambient step / Sets ambient light fade step value. #72 Set ambient rate / Sets ambient light fade rate. #73 Set ambient light # Fades ambient light to new lighting level. Use numbers between 0 and 100. #74 AI triggers begin / Start AI triggers for specified house. #75 AI triggers stop / Stop AI triggers for specified house. #76 Ratio of AI trigger teams / AI percentage of teams created for AI triggers (100 = all for AI trigger teams 0 = all for regular teams). #77 Ratio of team aircraft / AI percentage of aircraft created for teams (100 = all for teams 0 = all random). #78 Ratio of team infantry / AI percentage of infantry created for teams (100 = all for teams 0 = all random). #79 Ratio of team units / AI percentage of units created for teams (100 = all for teams 0 = all random). #80 Reinforcement (team) [at waypoint] / Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style. #81 Wakeup self / Breaks out of sleep or harmless mode so as to enter guard mode. #82 Wakeup all sleepers / Breaks all units out of sleep mode. #83 Wakeup all harmless / Breaks all out of harmless mode. #84 Wakeup group / Wakeup all units of specified group. #85 Vein growth / Control if veins grow or not. #86 Tiberium growth / Control if Tiberium grows or not. #87 Ice growth / Control if ice grows or not. #88 Particle Anim at / Show particle animation at location. #89 Remove Particle Anim at / Delete particle anims at specified location. #90 Lightning strike at / A single Ion Storm lightning strike. #91 Go Berzerk / Attached object (cyborg) goes berzerk. #92 Activate Firestorm Defense / Turns on a house's firestorm defense. #93 Deactivate Firestorm Defense / Turns off a house's firestorm defense. #94 Ion-cannon strike / Fires Ion-Cannon at waypoint specified. #95 Nuke strike / Fires Nuke at waypoint specified from nearest edge. #96 Chem-missile strike / Fires Chemical missile at waypoint specified. #97 Toggle Train Cargo / Toggles state of cargo train dropping crate. #98 Play Sound Effect (Random) / Plays sound effect at random waypoint. Rules of action 19 apply. #99 Play Sound Effect At waypoint / Plays sound effect specified at waypoint specified. Rules of action 19 apply. #100 Play Ingame Movie / Displays the specified movie ingame. Player still has control of interface and units. #101 Reshroud Map At / Does an anti-map ping at waypoint specified. #102 Lightning Storm strike / Lightning storm owned by owner of trigger at waypoint. #103 Timer Text / What text label to display with timer (i.e. actual text is in game.str). #104 Flash Team / Flashes the specified team for the specified number of frames. #105 Talk Bubble / Displays talk bubble over unit. #106 Give Credits / Give credits to a specific house. #107 Enable Short Game / Enables the Short Game option. Will NOT automatically kill players that have no buildings when this is enabled. #108 Disable Short Game / Disables the Short Game option. 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 https://www.youtube.com/playlist?list=PLSe1fqlsB-g45L-iHP01YevQVbD2DaDOt 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: - 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.
  25. This topic provides a very simple and fun way for both noob and pro modders to easily insert a mod into your map using Final Sun. Each INI file in this topic is an insertable mod. For the ones who don't know yet: CnCnet has uploaded a pack of the most popular fan made mods. Here you will find a seperate ini file for most of them, and how to add them in your map. Plus other usefull normal mods, like ion storms, reveal map, auto ally, pretty trees, etc. and the rules in each mod is modified to be already playable after inserting. (SEE BELOW FOR ALL GIFS AND MODS) There are 46 new units, 27 new buildings, and 21 map mods provided in this topic. Each are explained and shown with a GIF or image. Each have a single download, and a full category download, and DOWNLOAD All of them here >> MODS v1.3.rar <<<< Extract where ever you think is convenient. NOTE: The buildings and units in this topic are uploaded on CnCnet only! You can share maps with these mods and play this online on CnCnet. How? because they are uploaded on cncnet, if you want to use them on a different client, you can find them inside the mix and ini folders, (or click here to download them) How to add the mods using Final Sun Open Final sun and make or load a map Make sure Beginners Mode is disabled. Click Option > Beginner mode. Now you go to Edit > INI Editing. You can Insert your desired mod simply by clicking "Insert another INI file content" In this Gif i inserted the Big Sam Ofcourse you might want to edit the rules of a mod, when you can build it and how much it costs, how strong. For your convenience, under all the mods in this topic i added Tutorials on how to do this in FInal Sun (see 5th comment), plus a bunch of other tutorials for certain mods that need more doing. See the 5th comments of this topic Other Notes: I did not make any of these images and animations, they're a collection of fan art, publicly released on ppmforums.com. Some of the mods can also be used for any TS client, they will be marked with: (Works on every TS) I have not made a gif and ini for each of the fan made uploaded units and buildings, please see them all here: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ or view image: (Click to view full image) All little tutorials are in the 5th comments of this topic Some more modding tutorials are found here: Adding a new unit: https://ppmforums.com/viewtopic.php?t=518 Editing weapons: https://ppmforums.com/viewtopic.php?t=28056 My own tutorial on modding: https://forums.cncnet.org/topic/6277-brand-new-tutorial-for-new-map-makers-create-your-own-mods/ Some mapping tutorials: Triggers, taskforces, teams, and scripts (***) https://ppmforums.com/viewtopic.php?t=33824 Tunnel Tutorial https://ppmforums.com/viewtopic.php?t=44324 LucasSK's Complete Final Sun Tutorial: https://forums.cncnet.org/topic/9934-finalsun-complete-tutorial/ Here we go: VEHICLES (Download vehicle pack: All Vehicles.rar or download individual link) Big Ion Tank Big Ion tank.ini LKO's Scorpion Scorpion.ini LKO's Mechs (just a few of them for now) Small double canon mech exciter.iniSmall Laser mech Kesselbrut.iniSmall sniper mech Umgi bolver.iniSmall yellow laser mech blackhawk.iniSpalters peewee gun n double laser gun.iniBig Mech Thor.iniBig Mechs DAISHIG and DAISHIN.iniCOLOG deployable heavy artillery nukes.iniFatboy.ini Tarantula Tarantula.ini Redeployable Oblisk redeployable oblisk.ini Predator Tank Predator tank.ini Mongoos Mech Mongoosmech.iniMongoosmechdualproton.ini Heavy Assault Mech Heavy assault mech canon.ini Tripod Sleeping Tripod.ini rules.ini
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