Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Tue Jul 19, 2011 9:18 pm Post subject:
Nod Guardians of the Crystal
Subject description: sequel of the Red Zone Campaign (the previous one)
Edit (Aro): Attached the download to this post.
Hi guys i present to you anther little campaign.
After the Red Zone Campaign, GDI have lost a lot of men, fighting the Tiberium Lifeform. Nod plan was a success because they wanted this, GDI lost a lot of bases,units... even nod lost something (see last GDI Mission in previous campaign), but there was one remaining Missile silo, loaded with Liquid Tiberium Missiles ( see last Nod mission in previous campaign).
Now: Nod have attacked all GDI Borders nad they use those missiles against them.
GDI Jobs is to protect those Borders, Cities, Bases... To protect and serve!
Nod Jobs is to expand the Tiberium all over Europe and destroy the GDI/Globotech Units and Bases, Have Fun with the Brotherhood Arsenal
GDI 01: He is in my scope.
While GDI Troops attack the Base near an important tunnel, where Nod Reinforcement arrive, you have to assassinate the Nod Commander in an undercover operation, using only a sniper.
but you will have backup, like this
I'll release This mission as a Demo (no .ini files, so no text/briefing) but when everything is done I'll release all files
i hope to make more detailed maps
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Wed Jul 20, 2011 5:49 pm Post subject:
i need help about a trigger, in the mission i have to capture the globotech radar array, conditions are: if the radar is destroyed mission failed - if radar captured objective 1 complete. but the game bug i try to add these conditions or when i capture it the mission is failed _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Are you using event 29? - Destroyed by anything not infiltrated.
also event 1 Entered by GDI event should disable any lose trigger
Finally check GDI mission where you secure scrin ship, the objective tells you to capture lab, i believe you fail if you destroy. _________________ QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Wed Jul 20, 2011 10:19 pm Post subject:
i've tried at the beginning with something like that (entered by... attached building,) but i have to set looser trigger if the attached building as been destroyed (if i comand to destroy it for example).
When i capture it Mission failed and when i attach triggers each other, the game crash so maybe i made some mistakes when attaching triggers? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
omg, you use my enhanced talkbubble system. Thank you.
It would be great to see them much more used.
btw, the talkbubble time in TI is set to 1000 which is very long. This was done on purpose as you can use TalkBubble 1 to clear an already visible TalkBubble via a trigger and this way define exactly how long each bubble should show.
e.g. a Dropship arrives and unloads troops.
1. let it show talkbubble index 4 (green arrow with "move to" symbol)
2. short before it lands/reaches the dropzone, show the deploy bubble (the one in your pic)
3. use same bubble as in step 1 when the dropship moves away again
On the Orca you could use bubble 6 which shows a red arrow with an attack symbol when flies a scripted attack.
You can also use Talkbubble 2 to mark several units. e.g. when you show a text "this is your attack force" and then highlight these units with the bubble.
Btw, the even numbers 2,4,6,8 etc are for vehicles and uneven 3,5,7,9 etc for infantry (1 is special case to remove a shown bubble) with 2 and 3 belonging together, 4 and 5 etc. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sun Jul 24, 2011 6:23 pm Post subject:
I like the idea of your talk bubble system a lot , in this case, the orca is on recon, he doesn’t have a script to attack he's only scripted to move, so i should use the N° 5 right? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
No, it's Nr 4.
XCC Mixer is counting from 0 but the game starts at 1.
1: no bubble (to clear a previous bubble)
2: vehicle selection box (to mark/highlight an unselected unit)
3: infantry selection box (to mark/highlight an unselected unit)
4: vehicle "move to"
5: infantry "move to"
6: vehicle "attack"
7: infantry "attack"
8: vehicle "deploy"
9: infantry "deploy"
10: vehicle "repair"
11: infantry "repair"
12: vehicle "heal"
13: infantry "heal"
14: vehicle "work" (showing a shovel; e.g. for units like a bulldozer who should deform ground)
15: infantry "work"
16: vehicle "enter"
17: infantry "enter" (for capturing; e.g. engineers on their way to a bridgehut)
18: vehicle "protect"
19: infantry "protect"
20: vehicle "sell"/"money" (a unit that is supposed to be sold, or e.g. a full harvester that should be brought to a refinery)
21: infantry "sell"/"money"
22: vehicle "C4"
23: infantry "C4"
24: vehicle "stop"
25: infantry "stop"
higher numbers aren't finish yet and only used for testing purposes.
btw, i'd love to see more screenshots with the bubblesystem in action.
Oh and if you have ideas wishes for additional bubbles let me know. I'll then include them in the next public release. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sun Jul 24, 2011 9:24 pm Post subject:
Thanks for the list bro !! I'll save it in a file, it is really useful! i'll use them more often now, if i have an idea for future talkbubble i'll tell you
can you do a selection box for buildings? (to mark/highlight an unselected Building) or writing on it "Objective" or "Target"?
can you do the same thing on unit/infantry ? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
I don't know if a selection box works on buildings. You have to test this yourself, as i'm currently busy with the new Nod buildings.
To create a bubble that has only the text "objective" or "target" displayed is no problem and i had some small texts already planned.
Like
"Yes, Sir"
"Watch it"
"Over there"
"Vehicle inspection"
etc
So you can actually see 2 soldiers talking to each other or see a small text message concerning the orders of a unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sun Jul 24, 2011 10:44 pm Post subject:
cool and keep up the great work with nod buildings and talk bubbles bro! i'm waiting the new release so i can remake my campaigns with those new unit/buildings
can i set the talk bubble permanently? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
Afaik no, but you can add the TalkBubbleTime key to your map and raise its value
e.g. add to the map
Code:
[General]
TalkBubbleTime=999999
However i'm not sure which value range this key has. It might be only unsigned shortint with max 65535.
You could also test -1 as this is for several keys the infinite expression. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm not that familiar with mapping, but afaik is the talkbubble automatically applied to all units in the team, which follow the script with the talkbubble.
Yes, you can add it to an existing unit. My testmap has this too, but i've let it done by one of our staff mappers, so this should again answer one of our experienced mappers. IIRC the team has to have the already placed unit, the group of the unit should match the team and then the trigger should catch the unit and use the script on it. (It's similar to the moving train trigger, as the train needs to be placed on the map too). _________________ SHP Artist of Twisted Insurrection: Nod buildings
From my experience, applying talk bubble to a team consisting of more than one unit still only shows the bubble for one unit of the team. Idk the
logic of how the game chooses which unit shows the bubble.
Now that i read TiberianFutures post, i remember that there is really only one unit getting the bubble. So i fear you have to put each unit in a separate team and give it a short talkbubble script. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Mon Aug 01, 2011 3:11 pm Post subject:
Nod 05: Tiberian Sun
Ob 1: Protect the Toxin Truck (durign the whole mission)
Ob 2: Destroy GDI Base
2nd campaign completed now waiting for the new TI Release and i'll modify them and i'll release this campaign
a 3rd campaign will come of course it will be the sequel _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey Last edited by LordCesare on Mon Aug 01, 2011 4:18 pm; edited 1 time in total QUICK_EDIT
Oh Goodie Neat Missions. Nice work and good luck with future maps
For the GDI Defence missoin Map Why don't you consider putting
the Mammoth MK2 As Last of wave Reinforcment's for GDI
and disable it form the build menu And let it come Elite With Elite
Smaller Unit's Golaith's may be. these will come when nod OverRun most
of GDI postions. QUICK_EDIT
Second GDI mission looks like broken.It's uncompleteable for me.Nothing happens when I destroy Nod forces. _________________ ʾUsāmah bin Muḥammad bin ʿAwaḍ bin Lādin; QUICK_EDIT
First Nod mission is fully shrouded and it's hard to find a scout.
Also,in first GDI mission EMP cannon charges too slow and cyborgs can easily kill your sniper.
But anyway I like your campaigns,nice job. _________________ ʾUsāmah bin Muḥammad bin ʿAwaḍ bin Lādin; QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Fri Aug 12, 2011 11:20 am Post subject:
the second GDI its ok you have to search Nod troops around the area if the mission isn't complete, about the 1 nod mission i'll put a waypoint for reveal shroud.... do you finished the campaign? _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
I've searched everywhere but haven't found any enemies.
No,I haven't finished the campaign yet. _________________ ʾUsāmah bin Muḥammad bin ʿAwaḍ bin Lādin; QUICK_EDIT
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