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Jebcubed

Tiberian Sun Sound issues

Question

So I recently downloaded Tiberian Sun from Origin (bought the UC a few years back) and installed the unofficial patch. However, whenever I try to play the game, it launches with the error message "Unable to create Direct Sound object. Preceding with sound disabled". I am using a set of headphones, so the stereo issue doesn't work. the game works fine it seems, just without any sound. 

I am running on Windows 10, with the CnCNet unofficial patch already installed.

Please help.

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    • By Holland
      NOTE: THIS IS TESTED AND ON CNCNET ONLY. SKILLS IN MAP FILE EDITING AND TRIGGER AND MODDING KNOWLEDGE IS REQUIRED. (Should work with spawn hexed, and credit trigger hexed clients like tsclient)
       
      Or skip the tutorial, and Download map template with pre-made oil derricks: oilderricks template.mpr
      This Tutorial and files and codes have an updated version, see my next comments

      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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    • By LucasSK
      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!
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      (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:
      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. 
      [description]
      [X/10 - rating of reliability]
      [additional info / my comment / tips]
      [what to modify]
      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 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.
       
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