Jeod Posted December 9, 2010 Share Posted December 9, 2010 I downloaded it again thinking it would be updated, but sadly I still can't access the winter terrain tiles. So how do I make winter maps? Link to comment Share on other sites More sharing options...
pichorra Posted December 9, 2010 Share Posted December 9, 2010 you mean snow theater? just make a map in Temperate theater and them, open the INI of the map and change: THEATER=TEMPERATE to THEATER=SNOW it should work... Link to comment Share on other sites More sharing options...
Jeod Posted December 9, 2010 Author Share Posted December 9, 2010 That did work, thanks pichorra! Now my next question: How do I package a bunch of maps to play in succession like Nyerguds did with the dinosaur campaign? Link to comment Share on other sites More sharing options...
Ferret Posted December 9, 2010 Share Posted December 9, 2010 Do you mean how to put a bunch of files into a .mix file? Link to comment Share on other sites More sharing options...
Jeod Posted December 9, 2010 Author Share Posted December 9, 2010 I know how to make a .mix file, but is that how he did it? Just put the funpark maps in a .mix and named it appropriately? Link to comment Share on other sites More sharing options...
Nyerguds Posted December 10, 2010 Share Posted December 10, 2010 You mean how one item on the new missions menu plays as a full series of missions? That's fully explained in the manual of patch 1.06c. I suggest you read it. Link to comment Share on other sites More sharing options...
Jeod Posted December 10, 2010 Author Share Posted December 10, 2010 Okay, I get that. The last thing I wanna know is crates. ccmap has two kinds: brown (money) and gray (unknown what it does). Rules.ini does not have an option to change crate prizes by default. How can I change the crates so that the gray crate offers a health bonus instead of whatever it does now? EDIT: In the modname.ini file, what do I need to put? I get a reference memory error even with it in the mix file. My mod is simply a replacement of the Jurrasic Park Campaign item, and doesn't replace anything in the game itself. Just has new missions. All I have in the ini file right now is this: [settings] Language=Eng Link to comment Share on other sites More sharing options...
Nyerguds Posted December 11, 2010 Share Posted December 11, 2010 ehh... why did you make it into a mod in the first place? Adding campaigns to the new missions menu is 100% unrelated to modding. I think you've been reading the wrong section of the manual. It's section "4.5. Addon campaigns" under Notes on the new options. Link to comment Share on other sites More sharing options...
Jeod Posted December 11, 2010 Author Share Posted December 11, 2010 Cuz I don't want to replace the Jurassic campaign missions and the manual didn't mention anywhere how to load a new mix file as a covert operations addon campaign. And my question on crates remains unanswered. Link to comment Share on other sites More sharing options...
Nyerguds Posted December 11, 2010 Share Posted December 11, 2010 You're not making much sense... the Jurassic campaign is 100% unrelated to the modding system. Missions don't even need to be in a mix file to work. And ANY mixfile starting with "sc" is read as addon ever since v1.18 of the DOS version. To compare, the original C&C95 release, v1.04, is built on the the last DOS C&C patch, which was v1.22. So C&C95 has always had this system. "sc*.mix" to add files, "ss*.mix" to remove files. Here's the section on minicampaigns from the 1.06c readme: 4.5 Addon campaigns: As you may have read already, the Funpark campaigns are offered as one item that offers all 5 dinosaur missions. This is made possible by the addon campaigns system implemented in the New Missions menu. Command & Conquer missions are of a general format that's basically SC(enario)[sIDE][NUMBER][East/West][A/B/C]. For example, SCG04WB is GDI mission #4, West side of the map, choice B. The New Missions menu doesn't have the variety of alternates that the campaign has though; only missions ending on EA are used. To put these extra endings to use, 1.06c contains a system that will make Covert Operations missions automatically look for the next alternative after finishing a mission. This means SCG20EA will continue to SCG20EB, then to SCG20EC, etc. It will continue until no more missions are found. The full list of all alternates has been expanded too though. 1.06c can have up to 15 missions on each mission number this way. The ending letters are: EA, EB, EC, ED, EE, WA, WB, WC, WD, WE, XA, XB, XC, XD, XE As for the crates, if you remember the original campaign, steel crates are just used as "objective to capture", and nothing more. the only thing they do is play the little blue ball animation when you pick them up. In missions, the only way to make them do anything is by placing a celltrigger on the same cell as the crate. Link to comment Share on other sites More sharing options...
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