:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Wed Feb 20, 2019 5:25 pm
All times are UTC + 0
 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Tutorial Requests!
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 5 of 5 [204 Posts] View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5
Author Message
E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Fri Feb 23, 2018 7:15 am    Post subject: Reply with quote

1. You could replace the SHP files as used by Nod power plant which is
NAPOWR and put those in a ecache mix file for the game to use. In art.ini,
search [NAPOWR]. Replacements - NAPOWR, NPWRICON, NAPOWRMK
and NAPOWR_A with NAPOWR_AD frames. You should have the files for
both temperate and snow theaters, which will be like ntpowr.shp and
napowr.shp.

Other method is you could name your files differently say NAPOWR2,
make entry in art.ini for [NAPOWR2] and use Image=NAPOWR2 in rules
or art INI for [NAPOWR]. Animations would need their own sections and
entry in [Animations] in rules.

2. If you look at [GACNST] in art.ini, set of ActiveAnims are used for normal
animation. And ProductionAnims are used when building something.
Smoke is defined in rules.ini for [GACNST] with DamageParticleSystems
and DamageSmokeOffset. There are different type of animations depending
on the type of building also, look at art.ini.

3. If the turret is voxel look at [NALASR] for Turret related entries. If the
turret is SHP, look at [NASAM]. If SHP, it would need entry in [Animations]
in rules and its section in art.ini like NASAM_A.

4. Look at GAWALL, NAWALL or GASAND entries in rules and art. GDI walls
have special case of building defenses on top of walltowers.

You can learn from looking into rules and art INI files for such questions.

Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016
Location: United States

PostPosted: Fri Feb 23, 2018 7:41 am    Post subject: Reply with quote

Most modding time would be copy and paste #Tongue
_________________
Aircraft Factory Mod
Command & Conquer: Genetic Rhapsody

Back to top
View user's profile Send private message Skype Account
Fragile91
Vehicle Driver


Joined: 25 Nov 2016

PostPosted: Sat Feb 02, 2019 6:55 pm    Post subject: Reply with quote

Does anyone have any good tutorials to make AI to build taskforces to attack your base over a amount of time and then replace those destroyed units without spamming say Light Infantry like crazy?

The way I used to do it in C&C95 and Red Alert 1 doesn't work the same way. As the enemy would only build the units it needs rather keep building them like its doing in FinalSun/TS.

I have studied some of the TS Campaign maps and can't find what they use to Trigger the teamtypes to attack.

Thanks.

Back to top
View user's profile Send private message
E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sun Feb 03, 2019 7:02 am    Post subject: Reply with quote

TeamTypes have its associated script. When a team is created, it will execute its script. For attacking enemy, in SP maps, Make Enemy map action should be executed so that the house gets an enemy. In skirmish, enemy is decided on AIHateDelays or any skirmish already happens or any superweapon gets ready etc.

When teams are created with map actions like create team or reinforcements, it will create those teams irrespective of the Max count given in its teamtype. If you have made a Tag to repeat with its associated Event like elapsed time etc., those teams will be created repeatedly. To not create teams repeatedly, you should set the Tag to 0 OR One Time instead of 2 OR Repeat.

When AITriggers are enabled and teams are created through it, it will obey the Max count. If you have given Max=1 and when that earlier team gets destroyed, its Max count decreases and if that AITrigger gets triggered again, the same team will be produced. If the earlier team is not destroyed, the max count is respected and another team won't be produced.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 5 of 5 [204 Posts] Goto page: Previous 1, 2, 3, 4, 5
View previous topic :: View next topic
 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.1680s ][ Queries: 11 (0.0579s) ][ Debug on ]