Posted: Tue Jan 29, 2008 1:25 am Post subject:
Missing Dropship Bay
Subject description: TS Retro
I've started playing TS again and downloaded the TS Retro mod a few days ago and I have to say its a damn good mod, nice work SMIFFGIG.
I like to ask what happened to the Dropship Bay because according to the site it was suppose to be available for the GDI side. The reason I'm asking because I was thinking the Dropship Bay will be the answer to the extremely powerful Pyramid of Nod and its ability.
What was the original concept for the Dropship Bay by the way? I was thinking it was going to give the GDI player the ability to call in a large strike force of elite units. Like the drop pod ability but much larger.
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Jan 29, 2008 5:33 pm Post subject:
Aye, the Dropship bay was going to be a superweapon structure, where you could call in mutant reinforcements-
there is even an unused icon with 3 mutants on it, and a "mutant commandos available" EVA voice.
It was either meant to be a counter to the unused ICBM "tactical nukes", or some other thing..
They didn't balance the dropship bay though by the time TS was supposed to be finished, so they ditched the Dropship bays, a long with a ton of other potentially cool stuff _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
errr mutants didn't had a lot to do with the mutants, the mutants were reinforcement specials on its own, dropship bays wee like starports ingame were you could buy simultaneously vehicles and stuff that comes after a short period of time with a dropship delivered to the bay. _________________ Hydraw Art on Facebook QUICK_EDIT
So is there a way to unlock the reinforcement ability for the Dropship Bay? I managed to dig into the files and unlock the structure itself but not the ability. Has anyone done this already is can someone help me how to make a new superweapon ability like the drop pods except that forces are brought in by dropship as originally intended. If not I'll just have to make it into something where it unlocks the ability to train mutant commandos.
Which reminds me is there any cameos out there for missing units such as the mutants and the Tiberium fiend? If there are any out there I like to know where I can get them because I dont have the tools to make my own cameos. Many thanks to those who can help. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Jan 29, 2008 7:57 pm Post subject:
The dropship bay logic is missing from the game - it'll need someone with a lot of codig ability and a lot of time in order to recreate it..
As for missing cameos, art, and etc. download XCC mixer and open tibsun.mix.. You'll find a lot of cool stuff that wasn't in the game.
SMIFF implimented as much of the hidden stuff as he could in Retro, but not all of it functions properly (the reason why it's not used ) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Jan 30, 2008 4:56 am Post subject:
Well, The official dropship bay was of course not implemented due to balance and logic incompletion problems.
however, it could be used as an "alternate war factory" using the shipyard (see morpher's tutorial on shipyards) logic to call in very powerful units. build time is excessively long and expensive, but with some nifty coding i bet it could be pulled off and used somewhat effectively. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Well I managed to make it where it can call in drop pods by making it into a threat rating node. So far it works but if I can get that to work surely I can make it do something else.
I'm trying to see how the drop pod ability works and see if i can mimic the coding only changing certian things like instead of drop pods it will spawn in dropships instead.
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu Jan 31, 2008 1:39 am Post subject:
If I recall correctly, ETS allows vehicles to be spawned as drop pods..
If that's the case, you could make the drop pod superweapon only spawn 1 or 2 of these, then edit the drop pod image to look like an incoming dropship.. then the shp where the drop pod "fades" away, replace it with the image of a dropship taking off.. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Jan 31, 2008 1:47 am Post subject:
After taking into account that the drop pod comes in at a speed far too fast for a drop ship? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu Jan 31, 2008 2:55 am Post subject:
You can edit that in this section
Code:
; droppod flight characteristics
DropPodWeapon=Vulcan2 ; weapon mounted on drop pod
DropPodHeight=2000 ; height above ground that drop pods appear at
DropPodSpeed=75 ; speed of drop pod's descent
DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu Jan 31, 2008 2:58 am Post subject:
that would be cool, although I would like ETS to allow dropship logic to work, so that units could be transported inside them. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Alright, it seems this thread has been dead for a month or so now, so im going to go and bring it back to life, and you may ask why, and the reason why is simple, is because, i have no life, and more than enough time on my hands. I do however have a request, well two, can someone tell me if Dune has any mods, or is able to be modded, and if it uses .ini files for modding such as Tiberian Sun. Also, one other thing, it they do, can someone get me a mod, just so i can take a look at the ini file, so maybe i can get to work, and make the bay turn like the star bay/port such as in the dune series. Also, I believe that certain superweapons in TS can help, such as the hunter Seeker and the Drop Pods, as well as the paradrop used in Red Alert II _________________ QUICK_EDIT
Which ever one is closest to the release of Tiberian Sun. And thanks, and hopefully ill be able to make this work.
Alright, im going to make this into two projects.
Project A:
Using scripting from Red Alert 2, allow GDI to call in a dropship or orca transport, have not yet decided, and allow them to call in two titans, and three wolverines anywhere on the map, or somthing like that.
Project B: Allow GDI to create a drop ship bay to have created units put anywhere on the map...or somthing, i dunno, this one will be the harder one.\
The first Dune game... well, I THINK it was like an RPG, or action & adventure hybrid- ahh, I dunno.
But that's not important.
Dune 2, is old, very old, (it was before the first C&C game), but not as old as Dune 1. Therefore, the game is probably free (hell, abandoned) ware. You might wanna Google it sometime, find a download link, download, and try it out. It's okay...
Dune 2000 is like a TC for RA1. It was basically a remake of Dune 2, with better graphics, music, sound, but NO ACTUAL PLAYER CONTROLLED ORNITHOPTERS!! Gawd, DAMMIT, that suxed... but it's still a decent, old school RTS game.
The above, is the game made just before TS was made. THIS, is probably the game you were posting about, deathrider1991.
It is a bitch to modify, Dune 2000. Yes, there are modding tools for it, such as TibEd, although most ppl on this forum HATE (and I mean... HAAAAATE!! Seriously, some ppl are completely disgusted with it, with admittedly some acceptable reasons. But still, it's not THAT bad, jesus. PPL gotta... just... calm, down...) TibEd. There are only about seven mods in exsistance for Dune, none of them TCs. They can be found at the following website:
One of the best Dune fansites on the net, for both the novels and the games. Check it out.
The reason why Dune 2k is difficult to mod, is because it doesn't use .ini files, it doesn't have a rules.ini file. It is damn tough to mod this game beyond simple adjustments.
Emperor: Battle for Dune was Westwoody's last game, before they were brutally castrated and mutilated by EA... or was it second last? C&C Renegade might have been there last. Well, lets just say Renegade & Emperor, were poor old Westwoody's last games, before they got decapitated and put down by the evil EA EMPIRE. God damn son-of-a-bitch
EA, WHY? WHYYY!!?? You cruel, heartless ass whole... lol, whole.
That being said, RA3 kicks major ass!
Anyways, Emperor: Battle for Dune is a fully 3D RTS game. Unlike Dune 2000, Emperor is not a remake. It is a sequel, to Dune 2k. Unlike Dune 2000, it features pretty distinguished factions, diverse units. I've never played it... but I'd sure as hell like to.
Alright, this post has kinda gotten UNSTOPPABLE- er, out of hand. Let me sum things up.
Dune 2000 is hardcoded, and as such, tough to mod. INI files aren't used like they are in TS and RA1 & 2.
I think its tough to manually mod Dune 2k. Therefore, get TibEd (an editot for all things C&C, and Dune). Just DON'T TELL ANYBODY YOU GOT IT, though, as they will kill you...
I forget the link to their website, so just google it.
And remeber, for all things Dune, check out THIS website -
I must say, though, that, I have no idea how Dune 2000 modding will help you with Tiberian Sun modding, as they use VERY different coding. _________________ Destroy to create. All for the hunt to dominate!
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Mar 23, 2008 9:47 am Post subject:
Welcom back, Domonic_Hunter
And your info is correct, only 1 thing I'd like to add: Dune 2 is the beginning of RTS as we know it now. It's even more holy then TD QUICK_EDIT
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