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[SP] Infiltration and destroy
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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 07, 2011 9:10 am    Post subject:  [SP] Infiltration and destroy
Subject description: Nod SP mission nod1a.map
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hi guys i've made this map fro trying my knowledge about triggers and i'm not lucky...
here the map






Briefing: This night, an infiltration team landed on an harbor in GDI/Globotech blue zone, they have set up walls and gates around Tiberium so they can't spread, but the mutant came before us and they are destroying the entire harbor. We must regroup and destroy everything that look GDI,Globotech or those freaky mutants.

Objective 1: make contact with the lost base to the north
Objective 2:Destroy GDI,Globotech and Mutant survivors

i need help guys because:
My teamHouse (Nod) act like AI, when i produce infantry i can only move them, they attack only when they see the enemy without order, and if i give an attack order, they don't move.Even the bases Self repair when i have founds.

need help with Text i don't know how to where to write them and when they should start/finish.

Problem Resolved about this map



nod1a.map
 Description:

Download
 Filename:  nod1a.map
 Filesize:  195.5 KB
 Downloaded:  343 Time(s)


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Team : TO Project | Mapper for Tiberian Odyssey

Last edited by LordCesare on Mon Jul 11, 2011 6:44 pm; edited 1 time in total

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Thu Jul 07, 2011 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

LordCesare wrote:
My teamHouse (Nod) act like AI, when i produce infantry i can only move them, they attack only when they see the enemy without order, and if i give an attack order, they don't move.Even the bases Self repair when i have founds.

Try setting the house's IQ to 0.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Jul 08, 2011 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

i've done it but nothing even build activity 0% but nothing.... i've maked another map for nod SP but when i have my base even the conyard don't let me build (build tech 5) i don't have any icon to produce, selfrepair ecc... maybe is something more? because The missions og Twisted Insurrection don't have these problems

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sat Jul 09, 2011 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

please can someone teach me more about mapping because i want to do the best for this mod ...

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Jul 11, 2011 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know about your infantry problems, I didn't experience any. Bases self repairing happened neither, but if that happens, reason is the IQ level.

What comes to text triggers, if you want them to be repeating, you have to use event: 13. Elapsed Time..., otherwise it won't work (like your 4. Revealed by Player).

To create new text lines, just open up tutorial.ini and type new lines there.

Your map was pretty good, I'd advice to use some time to make cliffs less repetitive (especially from backside). Marble Madness mode in Final TI will help a lot.
I suggest also tuning down the lightposts, as they're bright atm.
Which makes me wonder why Aro hasn't changed the default light values in the rules so it would be possible to make a map without having to change the light values every time.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Jul 11, 2011 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

ok 've done it but what about infantry? i've done another map and when i have the conyard i can't build...(where can i found the tutorial.ini?

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Jul 11, 2011 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I've got no idea for your infantry problem, I played trough your mission without any problems.

My guess for your Con Yard problem is that you're using the Nod/GDI Construction Yard, but you should use the CY with no factions names in it
(means the one just called Construction Yard). If that's not the case, then send me the map and I'll check it out.

Tutorial.ini can be extracted from the local.mix inside TWIINS.mix.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Jul 11, 2011 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

i've resolved that thing about the infantry ... but still there are problem with the conyard ( i've used the normal conyard without GDI/Nod)
here


[Sometimes when i use the automatic cliff F TI crash]

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Last edited by LordCesare on Tue Jul 12, 2011 8:55 am; edited 1 time in total

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Jul 12, 2011 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

That was weird, I couldn't solve it. If I placed war factory or hand of nod or helipad it worked just fine, but for some reason I couldn't build from the owner-changed CY.
I think you have to just use an MCV instead of CY, as it works that way.

Other things in that map that I took notice of was that you had used some weird resized Kazuars instead of the real unit (what's the purpose of those minis in the first place?).
Also you should probably give IQ=0 to NodA as it sells the base defences when they reach red health.
The EMP attack trigger causes an IE, see what I said about repeating triggers above.
I also experienced some weird black tiles occassionally, which disappeared when I looked away. Don't know what causes them.

Oh, and do place the cliffs manually (tileset 10), it will look a lot better than using autocliff tool.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 12, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ok i set the Nod M.C.V. and normal kazuar, ( about little kazuars, i was corious lol) NodA now IQ 0 and i've set the EMP to "elapsed time" now i'll test it and then delete the above download and create a new post

[i've opened the TWIINS with the XCC mixer and i can't find the Tutorial.ini..]

[Even with the MCV (those called MCV and Nod MCV) when i deploy it i can't build]

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Jul 12, 2011 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Haha I solved it Very Happy You gotta go to the house settings and change NodB's 'Acts Like' to '1 Nod'.

You have to open the local.mix located inside the twiins.mix to find the tutorial.ini.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 12, 2011 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

cool now i'll try it Wink
about text, after i add the text on the tutorial.ini, what should i do then?

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Tue Jul 12, 2011 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

[TiberianFuture] wrote:

I also experienced some weird black tiles occassionally, which disappeared when I looked away. Don't know what causes them.


What is the map height?
I have found that at heights of 12, 13, and especially 14 graphical errors will happen in game especially on slopes and will happen often when you first discover an area of terrain that is that high. Sometimes it will even replace the really steep slope piece for a different kind of slope piece. Other times it'll just show a black area such as you described.

Quote:
after i add the text on the tutorial.ini, what should i do then?

add it into the map using triggers with the action to add text in.
As long as the tutorial.ini is in your directory it should pull from it.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 12, 2011 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

done thanks to all guys i hope you will teach me more things about this some times Wink now il post this mission now comment this and the other maps =D

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 12, 2011 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

what should i do if i want to modify the Briefing?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Jul 12, 2011 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mission.ini or something like that has all the briefings.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 12, 2011 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I ve made another map where i have to find 2 trucks and escort them to a safely area.
i have the text trigger for
objective 1 find all trucks
objective 2 escort the trucks
i have them repeating but i want to stop the ob 1 after i've founded all the trucks. how can i do that? and how can i set Win trigger after the 2 trucks reach the safely zone ? how can i add constantly arrival of mutant lifeform (i mean 4 Tib fiend arrive and other 4 will arrive after 3 minutes)

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Jul 12, 2011 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Put action '53 (or was it 54?) - disable trigger' to the objective 1 completed trigger, and disable the trigger with the text.

Set the win condition as '2 - entered by'.

To make constantly spawning units, make a repeating trigger that spawns teams of those creatures you want.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 13, 2011 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

i set them with scripts and waypont on another map but why they don't search for my units?

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Wed Jul 13, 2011 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Depends on what you put in the script.

_________________
Check out some TF Kane's Wrath action:
Tournament 3rd place.
Vs. bikeRushOwnz in tournament.
Ladder wars vs. bikeRushOwnz.

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