Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Thu Jul 07, 2011 9:10 am Post subject:
[SP] Infiltration and destroy
Subject description: Nod SP mission nod1a.map
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.
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. _________________ Dawn of the Tiberium Age staff member QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Fri Jul 08, 2011 10:18 am Post subject:
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 _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
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. _________________ Check out some TF Kane's Wrath action:
Tournament 3rd place. Vs. bikeRushOwnz in tournament. Ladder wars vs. bikeRushOwnz. QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Mon Jul 11, 2011 10:42 am Post subject:
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? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
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.
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.
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Tue Jul 12, 2011 8:53 am Post subject:
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] _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
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. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Tue Jul 12, 2011 10:47 am Post subject:
done thanks to all guys i hope you will teach me more things about this some times now il post this mission now comment this and the other maps =D _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Tue Jul 12, 2011 6:09 pm Post subject:
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) _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
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