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 Forum index » Modding Central » Tiberian Sun Editing Forum » Map Archive
Tactical Training (Singleplayer) 1.1 FIXED
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Nov 18, 2013 6:13 pm    Post subject:  Tactical Training (Singleplayer) 1.1 FIXED Reply with quote

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



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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Thu Jan 09, 2014 12:22 pm    Post subject: edited Reply with quote

just for fun and testing..
Laughing

saved game included


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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Thu Jan 09, 2014 1:16 pm    Post subject: imageof_originalmap Reply with quote

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. Embarassed
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..


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more than 1 hour game time
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about 30 minutes game time
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Jan 09, 2014 5:21 pm    Post subject: Reply with quote

Thanks for taking a look! so, what did you do to fix it?
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sat Jan 11, 2014 3:30 pm    Post subject: Alternative Solutions Reply with quote

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}


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new building for Cabcity
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new edited map

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jan 11, 2014 4:31 pm    Post subject: Reply with quote

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.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jan 11, 2014 10:10 pm    Post subject: Reply with quote

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."
#Tongue

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Thu Jan 23, 2014 7:21 pm    Post subject: NewProblem Reply with quote

Bridge Repair hut at this position (see image below) cannot be captured so bridge become unrepairable:


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jan 23, 2014 9:07 pm    Post subject: Re: NewProblem Reply with quote

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 #Tongue

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jan 25, 2014 6:16 am    Post subject: Reply with quote

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!
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sun Jan 26, 2014 3:05 am    Post subject: Bridge_trigger Reply with quote

...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.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Mon Feb 10, 2014 8:03 pm    Post subject: MyNewFix Reply with quote

Just continue the saved game to see what it contain..the .map format will be uploaded soon..


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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Feb 10, 2014 8:15 pm    Post subject: Reply with quote

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.
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Tue Feb 18, 2014 2:30 am    Post subject: Updated:BridgeSolved etc Reply with quote

...many fix, including Looping train (Trigger: Train 10 Loops Create) now work properly. I also add another looping train for mutant..

If you capture firestrom generator than you get persisten firewall...

I'm sorry about previous post (saved game), it seem my post have been misunderstood (actually it is contain many fix too).


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Tactical Training revision L

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Wed Feb 19, 2014 1:29 pm    Post subject: NEWTUNNEL_ERROR Reply with quote

Few days ago I was trying to create 2 new tunnel but unfortunately it doesn't work at all....Anyone can help?

The code and image (using old Finalsun):
108=111,103,0,111,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
109=111,13,4,111,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
110=111,13,4,111,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
111=111,103,0,111,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
112=110,103,0,110,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
113=110,13,4,110,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
114=110,13,4,110,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
115=110,103,0,110,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
116=109,103,0,109,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1
117=109,13,4,109,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
118=109,13,4,109,103,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1
119=109,103,0,109,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1

..and the map (extended view of east part for testing purpose)


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Map with new tunnel error..

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 19, 2014 6:37 pm    Post subject: Reply with quote

http://www.ppmsite.com/forum/viewtopic.php?t=33820

Ohwait... one day, two different posts asking for the same... god.
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Fri Mar 14, 2014 12:17 pm    Post subject: Lastest revision Reply with quote

Need community's help to test and give opinion...
Please tell if you find any error especially on trigger stuff...


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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Fri Mar 14, 2014 8:09 pm    Post subject: tutorial.ini Reply with quote

tutorial file


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