tasss Posted August 2, 2011 Share Posted August 2, 2011 Hi, i told a few people about this but some guy developed a skirmish mod only for GDI. Its like a mission but very close to the real thing. There are other great missions as well on the site, but some do not work. http://planetcnc.gamespy.com/View.php?view=TiberianDawn.Detail&id=79 Can anyone repliacate this for NOD? Thanks Link to comment Share on other sites More sharing options...
tasss Posted August 2, 2011 Author Share Posted August 2, 2011 Ive played most of the missions from that site, and i got to say they are very professional. Link to comment Share on other sites More sharing options...
Chimas Posted August 2, 2011 Share Posted August 2, 2011 I'll check later if I still have a savegame of "Troops we have", prior to a confrontation, then I'll post it here. Link to comment Share on other sites More sharing options...
tasss Posted August 10, 2011 Author Share Posted August 10, 2011 any updates or feedback about the skirmissh? Can somone add ai's or a nod version? Link to comment Share on other sites More sharing options...
MattAttack Posted November 20, 2011 Share Posted November 20, 2011 made this a while ago. Just replaced all Nod stuff in the .ini to the seemingly appropriate GDI unit/structure. Nod_Skirmish.zip Link to comment Share on other sites More sharing options...
Nyerguds Posted November 21, 2011 Share Posted November 21, 2011 Huh, never saw this. Seems worth checking out Link to comment Share on other sites More sharing options...
Chimas Posted November 21, 2011 Share Posted November 21, 2011 made this a while ago. Just replaced all Nod stuff in the .ini to the seemingly appropriate GDI unit/structure. Hi Mr Killt, Small detail: don't forget that Nod missions are coded SCB ... Link to comment Share on other sites More sharing options...
Nyerguds Posted December 2, 2011 Share Posted December 2, 2011 ...what the hell? The date stamps on the missions in that download pack say 2002, and yet it's using all the tricks on C17 reinforcements (including using them as money-giving triggers) Lin Kue Ominae only discovered in 2009 :| (his triggers probably don't work right though, since he seriously exceeds the 4-char limit) Link to comment Share on other sites More sharing options...
Chimas Posted December 3, 2011 Share Posted December 3, 2011 ... his triggers probably don't work right though, since he seriously exceeds the 4-char limit ... Whenever I find this situation in any pack, can I change it? Does it work only for triggers or does it affect teamtypes naming too? I was waiting to change this because I was always confused. Now, it's an opportunity to clear this out... Link to comment Share on other sites More sharing options...
Nyerguds Posted December 4, 2011 Share Posted December 4, 2011 I've explained the internal limitations of Triggers and Teamtypes here. From what I've seen, triggers can be up to 4 chars, and teamtypes up to 12 chars. Since anything beyond them is cut off, triggers like "prod1"/"prod2"/"prod3" (or something like that) won't work correctly since it treats them all as one trigger called "prod". I'm not sure exactly what the effect of the error is though. Either only the first one is read, or all 3 of them are read but all stored as "prod", meaning that all requests for one of the triggers will match the first one, or none of them are read since it tries to find an ini key called "prod" when reading them. So yes, please, do fix them. Maximum 4 characters for triggers, maximum 12 characters for teamtypes. Link to comment Share on other sites More sharing options...
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