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  Topic: Question for ai.md ra2yr
E1 Elite

Replies: 1
Views: 34

Post Posted: Today, at 9:01 am    Subject: Question for ai.md ra2yr
Forum:  Modding Central » Red Alert 2 Editing Forum
Some country may have building/units which are used in the AI to check and then produce those teams. If the new country doesn't meet those conditions, then AI will have less number of AITriggers to ch ...
  Topic: Where is the chronosphere and iron curtain?
E1 Elite

Replies: 18
Views: 2354

Post Posted: Today, at 5:47 am    Subject: Where is the chronosphere and iron curtain?
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
So the constraint for not using other side's MCV in DTA is the limited number of prereq groups. OK.
  Topic: Where is the chronosphere and iron curtain?
E1 Elite

Replies: 18
Views: 2354

Post Posted: Today, at 12:45 am    Subject: Where is the chronosphere and iron curtain?
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
and not being able to build another faction's structures after deploying their MCV is one of them.
I tested it briefly yesterday and it seems to work if it is coded like RA2, i.e. conyard based prere ...
  Topic: Final Sun closes automatically whenever I open a map.
E1 Elite

Replies: 5
Views: 112

Post Posted: Today, at 12:37 am    Subject: Final Sun closes automatically whenever I open a map.
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
MP maps don't have sides/houses in the maps, so there should be no problem with any number of sides. For SP maps, copy the house list from rules.ini and code its sections, then there should be no prob ...
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Today, at 12:31 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
It works without any problems with MovementRestrictedTo=Road as in the attached image.
  Topic: Final Sun closes automatically whenever I open a map.
E1 Elite

Replies: 5
Views: 112

Post Posted: Yesterday, at 2:38 pm    Subject: Final Sun closes automatically whenever I open a map.
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
That log file is not useful. If you share the map, publicly or privately, will have a look at it.

Is it only with one map or all the maps?
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Yesterday, at 3:36 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Use more than 1 waypoint on the turns, so that there is wide angle and possibly it is in the line of sight on the same terrain. Movement restricted flag does that.
  Topic: Final Sun closes automatically whenever I open a map.
E1 Elite

Replies: 5
Views: 112

Post Posted: Yesterday, at 3:14 am    Subject: Final Sun closes automatically whenever I open a map.
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Having extra sides or more buildings or units doesn't crash finalsun, reason could be something else.
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Yesterday, at 3:12 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Use more waypoints and make the angle larger than 90 deg for every bend.
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Yesterday, at 2:45 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Keep waypoints angle wide, not sharp bends.
  Topic: Tunnel Tutorial
E1 Elite

Replies: 15
Views: 7748

Post Posted: Sat Jun 22, 2019 12:18 am    Subject: Tunnel Tutorial
Forum:  Featured Projects » Twisted Insurrection » Your Input
How the tunnels are plotted in maps, can now be viewed visually with the [url=https://ppmforums.com/viewtopic.php?p=579694#579694]updated Map Renderer. Existing maps can be reviewed and mistakes like ...
  Topic: Why does the AI obsess over Aircraft?
E1 Elite

Replies: 7
Views: 187

Post Posted: Wed Jun 19, 2019 11:55 pm    Subject: Why does the AI obsess over Aircraft?
Forum:  Modding Central » Red Alert 2 Editing Forum
Try by setting AreTeamMembersRecruitable=no for the TeamTypes being tested. Can achieve the same by setting Priority to the highest value being used in the TeamTypes.

If you are not sure of the tea ...
  Topic: Why does the AI obsess over Aircraft?
E1 Elite

Replies: 7
Views: 187

Post Posted: Wed Jun 19, 2019 4:33 am    Subject: Why does the AI obsess over Aircraft?
Forum:  Modding Central » Red Alert 2 Editing Forum
Try if setting TargetDistanceCoefficientDefault=-1 helps. More details at [url=https://www.modenc.renegadeprojects.com/TargetDistanceCoefficientDefault]ModEnc.

You should also check if any AI TeamT ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
E1 Elite

Replies: 81
Views: 22859

Post Posted: Tue Jun 18, 2019 12:07 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Updated Map renderer (includes previous changes).

Changes ( 2019-06-18 ):
- Added show tunnel path lines option.
- Components are made optional. Either generate PNG/JPEG/Thumbnail or use modify ...
  Topic: My AI stopped working
E1 Elite

Replies: 15
Views: 332

Post Posted: Fri Jun 14, 2019 12:37 am    Subject: My AI stopped working
Forum:  Modding Central » Red Alert 2 Editing Forum
May be your AI is not able to make enemy, so it is not making attack teams, that is if you are using vanilla aimd.ini. If the AI players are allied with you, then also those won't produce attack teams ...
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Mon Jun 10, 2019 9:01 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
BalloonHover makes it possible to reach the waypoints for jumpjet units. Otherwise, in general, a unit is supposed to be within 1 cell distance to complete the waypoint reaching script actions.
  Topic: Experimenting with scripted map units...
E1 Elite

Replies: 19
Views: 386

Post Posted: Mon Jun 10, 2019 4:39 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Do you have BalloonHover=yes?

For larger arc path problems, reduce speed and/or increase ROT.
  Topic: nod campaign map
E1 Elite

Replies: 3
Views: 163

Post Posted: Mon Jun 10, 2019 2:20 am    Subject: nod campaign map
Forum:  Featured Projects » Twisted Insurrection » Your Input » Your Maps
You should be able to put a [Tutorial] section in the map itself and use its index of entries for text triggers.
  Topic: Latest 1.76u Update
E1 Elite

Replies: 22
Views: 1571

Post Posted: Mon Jun 03, 2019 12:55 pm    Subject: Latest 1.76u Update
Forum:  Featured Projects » Dawn of the Tiberium Age
The link for Windows update in my previous post is for Windows 7 only, which implements partial DirectX 11.1. It is not for any other operating system. Windows 10 already has better DirectX version.
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 154
Views: 45302

Post Posted: Mon May 27, 2019 2:42 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Update version 2.0.4.0

Changes:
- Double click on boolean fields to toggle their values (Credits: Askeladd)
- AITrigger UI fields re-ordered for better readability (Credits: Askeladd)
- Script a ...
  Topic: Ares 3.0 Development
E1 Elite

Replies: 38
Views: 3147

Post Posted: Mon May 27, 2019 9:05 am    Subject: Ares 3.0 Development
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Script Action changes work.

Auxiliary Power 65 - Both negative and positive power works.
Kill Drivers 66 - Team's vehicle's occupant gets killed and the vehicle's owner changes to Special.
Take V ...
  Topic: the yuri defending Towr-Dark Fog
E1 Elite

Replies: 8
Views: 588

Post Posted: Sat May 25, 2019 1:08 pm    Subject: the yuri defending Towr-Dark Fog
Forum:  Modding Central » Media Hut » SHPs
It is not broken, just rename the folder to English name/number.
  Topic: [Q] Thememd.mix Additions not Holding
E1 Elite

Replies: 20
Views: 310

Post Posted: Sat May 25, 2019 5:53 am    Subject: [Q] Thememd.mix Additions not Holding
Forum:  Modding Central » Red Alert 2 Editing Forum
Thememd.ini can be put in expandmdXX.mix.
  Topic: [Q] Thememd.mix Additions not Holding
E1 Elite

Replies: 20
Views: 310

Post Posted: Sat May 25, 2019 12:32 am    Subject: [Q] Thememd.mix Additions not Holding
Forum:  Modding Central » Red Alert 2 Editing Forum
Don't use XCC Mix Editor, it has not been updated for long and it corrupts the mix files on newer OS. Use XCC Mixer, create empty mix file and open it and then drag and drop your contents in it. Recen ...
  Topic: Order the Media Hut
E1 Elite

Replies: 16
Views: 518

Post Posted: Fri May 24, 2019 11:38 am    Subject: Order the Media Hut
Forum:  PPM Zone » PPM Discussion Zone
Categorizing voxels may work but people put pack/bundle of voxels which would have all of those land, air etc. Also SHP can have crates, trees etc. which don't fall in those mentioned categories.

...
  Topic: Help with managing Mix files
E1 Elite

Replies: 4
Views: 268

Post Posted: Fri May 24, 2019 11:36 am    Subject: Help with managing Mix files
Forum:  Modding Central » Tiberian Sun Editing Forum
Don't use compact. Just drag and drop and leave it.
  Topic: Help with managing Mix files
E1 Elite

Replies: 4
Views: 268

Post Posted: Fri May 24, 2019 10:28 am    Subject: Help with managing Mix files
Forum:  Modding Central » Tiberian Sun Editing Forum
I never had mix errors. What I do is:
- keep folder names same as mix filenames in a mod folder like ecache02 or expand02 and have the mod content in those folders.
- keep a base folder which contai ...
  Topic: An utter Refusal to patrol...
E1 Elite

Replies: 39
Views: 744

Post Posted: Wed May 22, 2019 1:03 pm    Subject: An utter Refusal to patrol...
Forum:  Modding Central » Red Alert 2 Editing Forum
The links I gave was for the problem Team Black mentioned, not related to your case. When creating teams without recruiting pre-placed units, just keep the Group=-1 with Recruiter=no. Anyway creating ...
  Topic: An utter Refusal to patrol...
E1 Elite

Replies: 39
Views: 744

Post Posted: Wed May 22, 2019 2:31 am    Subject: An utter Refusal to patrol...
Forum:  Modding Central » Red Alert 2 Editing Forum
Screenshot shows that team is already being created using re-inforcement.

Problems with creating team from pre-existing units is most likely related to autocreate flags in teamtype and the pre-pla ...
  Topic: An utter Refusal to patrol...
E1 Elite

Replies: 39
Views: 744

Post Posted: Wed May 22, 2019 12:26 am    Subject: An utter Refusal to patrol...
Forum:  Modding Central » Red Alert 2 Editing Forum
Share the map or open the map in a text editor and copy-paste the relevant sections here. Screenshot doesn't give full info.
  Topic: scripting aircraft
E1 Elite

Replies: 8
Views: 304

Post Posted: Sat May 18, 2019 2:09 am    Subject: scripting aircraft
Forum:  Modding Central » Tiberian Sun Editing Forum
With one defense and one attack team there will be confusion on which team is being created. With factory cloning in TS helipads, there will be surplus task forces created with attack team itself. So, ...
  Topic: scripting aircraft
E1 Elite

Replies: 8
Views: 304

Post Posted: Fri May 17, 2019 3:54 am    Subject: scripting aircraft
Forum:  Modding Central » Tiberian Sun Editing Forum
Scripts for aircraft attack etc. are the same like for units. With the engine limitation of cloned task forces and reload logic, you can only maximize on what the engine provides. Use same task forces ...
  Topic: Campaign AI triggers
E1 Elite

Replies: 10
Views: 552

Post Posted: Sat May 11, 2019 12:30 pm    Subject: Campaign AI triggers
Forum:  Modding Central » Red Alert 2 Editing Forum
There is a difference specified between MP and SP maps about local AITriggers, check [url=https://www.modenc.renegadeprojects.com/AITriggerTypesEnable]AITriggerTypesEnable at the bottom of the page.
  Topic: Campaign AI triggers
E1 Elite

Replies: 10
Views: 552

Post Posted: Sat May 11, 2019 6:15 am    Subject: Campaign AI triggers
Forum:  Modding Central » Red Alert 2 Editing Forum
Crash happens only when something is wrong or left out. Give the first teamtype its missing veteran level and house. The Recruiter and AutoCreate is not needed in both teamtypes. Priority and AreTeamM ...
  Topic: Tunnel Tutorial
E1 Elite

Replies: 15
Views: 7748

Post Posted: Wed May 01, 2019 3:22 am    Subject: Tunnel Tutorial
Forum:  Featured Projects » Twisted Insurrection » Your Input
For the coordinates being shown in reverse in FinalSun/FinalTI on the status bar as Y / X - H, it can be changed to show as X / Y - H with an EXE hack available [url=https://ppmforums.com/viewtopic.ph ...
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Sat Apr 27, 2019 4:37 pm    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
I download it from the SVN directly. You could try the Home link at the top of this forum page and then get the 1.4 Beta from the tools section on the left panel.
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Sat Apr 27, 2019 9:40 am    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
Mine is v1.39.274.
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Sat Apr 27, 2019 9:00 am    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
Of VXLSE.
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Sat Apr 27, 2019 12:29 am    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
Use latest version.
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Fri Apr 26, 2019 11:12 am    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
Use the curved arrows, it will make it rotate on one axis.
  Topic: Add the "pan camera" feature.
E1 Elite

Replies: 19
Views: 788

Post Posted: Fri Apr 26, 2019 11:06 am    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
It is already there in the 3D view and Menu->Tools->3D Modelizer.

Can use HVA Builder also.
  Topic: AllowParallelAIQueues=no and how AI build aircraft.
E1 Elite

Replies: 7
Views: 293

Post Posted: Wed Apr 24, 2019 1:02 am    Subject: AllowParallelAIQueues=no and how AI build aircraft.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I also feel that AllowParallelAIQueues could have been a FactoryType or BuildingType level flag.
  Topic: Late edition: Ares 2.0 has been released (long ago)
E1 Elite

Replies: 8
Views: 862

Post Posted: Mon Apr 22, 2019 12:37 am    Subject: Late edition: Ares 2.0 has been released (long ago)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Congrats.
  Topic: How to Build Jumpjet Vehicle from Airfield
E1 Elite

Replies: 8
Views: 363

Post Posted: Sat Apr 20, 2019 9:06 am    Subject: How to Build Jumpjet Vehicle from Airfield
Forum:  Modding Central » Red Alert 2 Editing Forum
It is not an AI section but rules section.

AI unit in hunt mode would have gone hunting before a new team is formed to recruit it. This may not be useful for AI as a build and use unit.
  Topic: Blender templates [TD/RA & TS & RA2]
E1 Elite

Replies: 137
Views: 36607

Post Posted: Fri Apr 19, 2019 3:01 pm    Subject: Blender templates [TD/RA & TS & RA2]
Forum:  Modding Central » Media Hut
The rectangle tile size for TS is 48x24, for RA2 is 60x30. Make a diamond/rhombus inside it.
  Topic: POLL | What does the community want?
E1 Elite

Replies: 23
Views: 1514

Post Posted: Thu Apr 18, 2019 6:06 am    Subject: POLL | What does the community want?
Forum:  Featured Projects » Tiberian Odyssey
If MP maps are already available then PVP would need the least time (bugs and crashes can be fixed as there is progress), but it may not be considered complete without AI players. If there is good fam ...
  Topic: POLL | What does the community want?
E1 Elite

Replies: 23
Views: 1514

Post Posted: Thu Apr 18, 2019 4:15 am    Subject: POLL | What does the community want?
Forum:  Featured Projects » Tiberian Odyssey
Current progress in each of the point would have been helpful in deciding. If something is near finish or releasable, then that would be preferred, even alpha/beta etc. which then can be built upon fu ...
  Topic: Blender templates [TD/RA & TS & RA2]
E1 Elite

Replies: 137
Views: 36607

Post Posted: Thu Apr 18, 2019 12:52 am    Subject: Blender templates [TD/RA & TS & RA2]
Forum:  Modding Central » Media Hut
Can use any distinct color that you are comfortable with for background and shadows. SHP Builder/Image Shaper tools use 256-colored palettes to import the rendered images into SHP files. And custom pa ...
  Topic: Latest 1.76u Update
E1 Elite

Replies: 22
Views: 1571

Post Posted: Mon Apr 15, 2019 2:49 am    Subject: Latest 1.76u Update
Forum:  Featured Projects » Dawn of the Tiberium Age
4K resolution works with clientdx.exe, not with clientxna.exe. There's no link.

You could apply [url=https://www.microsoft.com/en-us/download/details.aspx?id=36805]this windows update and try runni ...
  Topic: A generic RA2/YR screen position/resolution question...
E1 Elite

Replies: 17
Views: 584

Post Posted: Sun Apr 14, 2019 3:42 pm    Subject: A generic RA2/YR screen position/resolution question...
Forum:  Modding Central » Red Alert 2 Editing Forum
When I tested with 1066x600 on CnC DDraw, I got the main menu to scale to fullscreen once and then it was getting reduced to top-left corner on subsequent use. This may not get resolved because of YR ...
 
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