Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Apr 28, 2007 11:31 am Post subject:
Secret spoiled: Multiples MCVs for your TS mod
Subject description: A bit messy, but it works...
Have you ever visited the sections related to Final Dawn (The mod that won't be released any time soon)? If you visited the Codes & Research one, you've probably read this:
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"The MCV Bug For New Sides: New sides used to start with 2 or more MCVs or, in some cases, even without a single MCV. Most of the TS modders still hasnt found how to deal with it yet, however the Research Group uncovered that in january 2002, thanks to the initial idea from Greyfox and the great implementation from Banshee. Reports said that the first people to find it out were some ex-PPM members in june 2001, however their attempts had some failures in lower starting units. Banshee's method works perfectly when Unit Count is higher than 1. However, the current solution is creates minor other bugs, but they does not degrade the gameplay."
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We've been keeping how to do this one secretly since 2002.. it is more than 5 years, however, yesterday I've decided to spoil the trick for all Tiberian Sun modders out there.
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"I've found a turn around and, as I said above, it's too messy. But you guys have a point... there is no need to hide it anymore. As Creagor said above, I've played with the prices from starting units. The starting MCV gets like $6000 and all other starting units get $0. That way, the MCV will always start with only one. All buildable units must not start in multiplayer. And the BaseUnit= must not be the MCV. Also, to force AI to deploy its MCV, give it a weapon with range 255 that forces it to deploy to fire.
This way each side has a different MCV, you don't need to hack the .dll file to cut the bases option, but you must start with more than one unit. If your starting unit dies and you still have MCVs, you'll die . The starting units get promoted to elite even if they kill a stupíd light infantry and there are more bugs. Honestly, I prefer if VK or someone else could make an option to add a new MCV than having to use this messy solution to have multiples MCVs working."
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It was spoiled in this topic. Anyway, let's hope that CnCVK do something better for Extended Tiberian Sun and make the method above obsolette. I'm also evaluating the possibility of moving Final Dawn to the C&C3 engine once the mod SDK released to escape from this kind of limitation. Last edited by Banshee on Sun Apr 29, 2007 12:09 am; edited 1 time in total QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sat Apr 28, 2007 11:55 am Post subject:
I tried figuring out how to do this, I always assumed it was something to do with map editing rather than rules editing, but it's a simpler, more ingenious idea than I expected.
Quote:
The starting units get promoted to elite even if they kill a stupíd light infantry and there are more bugs.
That could just be solved with Trainable=no _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
It is funny how things are bound to the cost of a unit...how fast they turn into veteran, do they appear in the start of a multiplay game, etc. _________________
You know what? Let's NOT rely on CnCVK. Instead of relying on some high-and-mighty doing whatever he wants coder, let's just wait for TS Open. It might take a bit longer, but honestly, it's worth it.
Oh, and it is SERIOUSLY about time you told us that. _________________
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Apr 28, 2007 5:50 pm Post subject:
Modder666 wrote:
Oh, and it is SERIOUSLY about time you told us that.
i never really got why he would hide it. now, ive been here for just over a jear, but still... this is a community right? arent we supposed to share what we find? no offence (well, maybe a little) but i think its cocky to go hide stuff from fellow modders.
Would you have liked it if someone else refused to tell you, banshee?
like i said, i havent been around long enough to know what exactly happened, but hiding information to make your mod better than other mods isnt something to be proud of.
having said that, i also want to thank you for sharing it now. better late than never. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat Apr 28, 2007 7:32 pm Post subject:
TO, Mental Omega,TS Squared, and D-Day probably have tons of secrets they will withold untill release, so why not bash them as well? banshee wanted to have the first mod with this feature, and since FD is probably not likely any time toon, he released it. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
LoL look at what I did... LoL, Well like I said it has a possibility to work but its to buggy... I would much rather have it hacked to work right.
And I thought TS open was pretty much dead or on hold... I haven't looked at it in a wail.
MO and d-day... No offence to speedy or migy but I highly doubt it. _________________ MadHQ's Graveyard - Click here!
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Posted: Sat Apr 28, 2007 11:38 pm Post subject:
Re: Secret spoiled: Multiples MCVs for your TS mod
Banshee wrote:
Reports said that the first people to find it out were some ex-PPM members in june 2001, however their attempts had some failures in lower starting units.
Well not everything was guaranteed to work, Karreman and myself gave it our best shot. QUICK_EDIT
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