Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Nov 18, 2013 6:13 pm Post subject:
Tactical Training (Singleplayer) 1.1 FIXED
You may recognize this map from the First Grand Campaign Competition. It had some critical errors which I have fixed, so now I'm rereleasing it!
mission briefing wrote:
This area is the central hub of all major European railways. If Captured, it will allow us to transport supplies and reinforcements abroad with great efficiency. We've recently learned that CABAL has the same interest in it as we do. We have no presence in this sector whatsoever, though if you can capture any train stations, we can send you reinforcements via railway. We were able to put a spy in CABAL's inbound train. Once the train stops, find a way to call Nod reinforcements into the area, so we can begin the operation.
Objective 1: Infiltrate the civilian array with the spy to call our bullet train
Objective 2: Eliminate GDI's forces
Objective 3: Eliminate CABAL's forces
It may be useful to try and capture the GDI base and use it against CABAL.
Good luck Commander.
Whether or not you've played it before, this is to date the most epic map I've ever made, so you're in for a treat!
No mods or expansions required, just plop it into your directory for instant happiness.
there may be a version for Tiberian Odyssey in the works ;D
Posted: Thu Jan 09, 2014 1:16 pm Post subject:
imageof_originalmap
The problem I encountered on original map is Cabal discontinue it's base building after builds it's 1st refinery:
After playing 30 minutes (game's time) and even after 1 hour... nothing new happens..
I 'v been testing this map for several days and that what always happen..
So I forced to modify to see what wrong, using classic trial and error trick which consume hours..and I am sorry to say..damn..
Actually, I almost give up yesterday.
But..after watching some episode of a cheerful Japanese comedy anime:lol:
My spirit come back to tray again..and it's work as I (personally) expected.
Btw..some bugs? still intact.. for example lock and unlock input triggers does not work properly..
Posted: Sat Jan 11, 2014 3:30 pm Post subject:
Alternative Solutions
It seem that the 'CORE' of the problem is: Cabal will stop to builds it's base at specific spot if there are still Cabcity building exits at that spot/cell. So:
1st solution: wait until cyborgs destroy entire Cabcity buildings then move your spy to infiltrate array. Unfortunately, cyborgs need about 20 - 30 minutes of game time to do this..
2nd solution: map must be edited:
a. Add 2 or 3 GDI/Nod buildings at specific location (check my edited map below) and set their ownership to Cabcity.
b. Add new trigger (Cabcityfall on my edited map) with {event: 10 Destroyed, Buildings, All...} and {action :4 create team: ->your Cabal MCV train}.
c. edit the trigger ->your 'spy enters array' by removing action number 5 (create team Cabal MCV train}
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Jan 11, 2014 4:31 pm Post subject:
I think it might even be better to spawn more multimissiles and Destroy Attached Building to the entire city (or at least the problematic buildings).
That way it doesn't delay the Cabal MCV. and, you get to see epic explosions. I'll take another look and see what I can see. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jan 11, 2014 10:10 pm Post subject:
Team Black wrote:
I think it might even be better to spawn more multimissiles and Destroy Attached Building to the entire city (or at least the problematic buildings).
That way it doesn't delay the Cabal MCV. and, you get to see epic explosions. I'll take another look and see what I can see.
That is CABAL logic anyway: "I need room for my base, but a city is in the way. Destroy city with Cluster Missiles. Problem solved, and also killed some fleshbags with some chance."
QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jan 23, 2014 9:07 pm Post subject:
Re: NewProblem
luxycomplex wrote:
Bridge Repair hut at this position (see image below) cannot be captured so bridge become unrepairable:
Might be because the bridge was placed as a broken bridge, instead of placing a normal bridge and breaking it with a trigger. Most likely the game either sees no bridge at all (due to being placed improperly) or it sees the bridge as 'repaired'. Or the Bridge Repair Hut needs to be moved one cell south-west QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Jan 25, 2014 6:16 am Post subject:
argh, rookie error >.<
After all, it was my second map! I can't fix it now, but if anyone would like to do it fo me & upload, it would be appreciated! _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Posted: Sun Jan 26, 2014 3:05 am Post subject:
Bridge_trigger
...placing a normal bridge and breaking it with a trigger..
The only fix I can find until now is what Dutchygamer says above. Unfortunately, it seem that all wp (waypoint) already used..while this trick required a waypoint..
There is one possible unused wp I found (ID 95), but I used it already for another bridge that also seem has problem (preventing trigger 01000161 Train 99 midbase 1 to fire).
If there is a way to increase the maximum number of wp (beyond 99) than we can fix this easily..
Alternative fix: reduce Nod's reinforcement team at some trigger that required many wp... than used the freed wp to fix this broken bridge logic. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Feb 10, 2014 8:15 pm Post subject:
oh I think I made bridges invincible in this one, for the sake of the trains.
Otherwise we could put some harvesters (or dummy vehicle high strength and explodes=yes) on that bridge and use Destroy Attached Building on them. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Ohwait... one day, two different posts asking for the same... god. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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