Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Various SP mapping questions


scut
 Share

Recommended Posts

Hi all

I'm now knee-deep in TD SP mapping and am starting to run into questions that I can't answer via Nyerguds guide, opening the default maps or a lot of googling.

  • Is there anyway to improve the AI on gunboats? They seem to find one target and fixate on it until it's dead. If it moves out of range they won't change target to anything else. This is on the "Hunt" AI used by gunboats in all the campaign maps.

I've tried putting gunboats in a difference House (Multi3) and using "All to Hunt" on them to refresh their AI state and hopefully get them to re-target, but "All to Hunt" kicks in for every AI unit in every House.

I've also tried creating them as a teamtype and giving them MOVE-HUNT-MOVE-HUNT instructions to try to refresh their AI (I had hoped they would ignore the move instructions), but that just results in them swanning around in the water in a really weird manner.

  • I'm unsure where newly built Orca's will arrive from? I have a House (located SE map corner) where the reinforcement edge is set to South, but Orca's seem to come in from the right side of the map, or from the top-right corner?
  • Do player A-10's always come from the top-left corner of the map? Is there anyway to control this?
  • If Chinooks are buildlevel 98 and so are Wooden Fences, is there anyway to give the player the ability to built Chinooks without Fences, or is that just how it is?
Edited by scut
Link to comment
Share on other sites

So I've had a look further into this, and have started digging through the sourcecode.

I've tried assigning a TeamType loop to gunboats, to get them to flick between Rampage and Attack Base, to hopefully clear their target fixation, but their behaviour is still the same. From looking in UNIT.CPP in the code, they get assigned MISSION_HUNT whenever they come back in off the map edge. I might play around with TeamTypes a bit more to see what orders Gunboats will accept from a TeamType.

On the Orca reinforcement location, I can see in REINF.CPP that aircraft use SOURCE_AIR, rather than pulling SOURCE_NORTH / S / W / E from that set for the House. I'll look into what this means, but I'm not actually familiar with c++. So it's a bit foreign.

Edited by scut
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Similar Content

    • By sgtmyers88
      EDIT: The new mod profile is live!
       
      So long time no chat. lol 😀 Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff. While it's still in the very early stages of development, Red Alert Redux is slowly being brought to life. I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (e.g. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond.
       
       
       



    • By yuri624
      So I try to change the template type of a cell ingame. This is on the Desert theme, going from an empty, passable cell to an impassable brush.
        Code:    CellClass * cellptr = &Map[257];
         struct {
            TemplateType TType;      // Template type.
            unsigned char TIcon;      // Template icon number.
         } temp;
         temp.TType = TEMPLATE_BRUSH1;
         temp.TIcon = 0;
         cellptr->TType = temp.TType;
         cellptr->TIcon = temp.TIcon;
         cellptr->Recalc_Attributes();
         Map.Flag_Cell(257);

      After triggering this code the cell is no longer passable as it should be.
      In the classic graphics the cell gets correctly updated (both the passable status and the GRAPHIC itself), but in the remastered graphics it does NOT (not GRAPHIC update).

      What am I missing here?
    • By yuri624
      I am looking for a way to let text appear during a mission like here (from GDI Mission 9):



      I went through the code and couldn't find anything related.
      I did find the sound that is played when that message appears. It's "TDR_SFC_BLEEP2.WAV" in the "SFX3D.MEG".
      It is found twice in "AUDIO.CPP" but not referenced anywhere to be played.

      Any input would be nice ^^
    • By yuri624
      I'm trying to render a custom graphic. Let's say I have that pink box. How can I render it on top of the sidebar next to the credits (1), over the build icons (3) and maybe the game view (2).
      All I found was code in power.cpp, radar.cpp and sidebar.cpp that mostly doesn't seem to do anything. I can comment out a lot of it without seeing any change ingame.
      Any idea how to do that?

    • By Lemon_sock
      Hello,
      First time using cncnet, I keep getting kicked whenever I join a game in the lobby but don't understand why. Sometimes I get a message saying no connection or problem with connection from one of the players. Or ping will come up with my name as NA. When I join a game in the lobby there's usually no green "I'm ready" button in the bottom left, it's only there if I try host a game (but then when I click it says waiting to connect, please try again in a few seconds or something).
      Can anyone advise, or help troubleshoot? I'm guessing there's a connection issue my end but dont know how to diagnose.
      (I have managed somehow to play two online games, no idea why it worked then but not most of the time).
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...