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Tiberian Sun - Coop Campaign - Limitations and capabilities of the Triggers in multiplayer
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Tarnezal
Civilian


Also Known As: Morphonic
Joined: 17 May 2013

PostPosted: Tue May 13, 2025 8:07 am    Post subject:  Tiberian Sun - Coop Campaign - Limitations and capabilities of the Triggers in multiplayer
Subject description: Tiberian Sun - Coop Campaign
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Heya All,

Its been quite a while since I have been on here. Recently (last week) i have been diving into the FinalSun again and I have been experimenting in transforming the original campaigns (GDI/NOD + Firestorm) into a coop experience. I know others have tried, but I haven't seen any full fleshed out maps.

For now, I am testing and learning how triggers, tags, events and actions work in FinalSun and I have a few questions. I was hoping someone way more experienced could help me out!

1. Houses - Houses cannot be used in Multiplayer in any way. Leave those empty. Instead use 50-57 / Spawn1 to Spawn 8 instead when refering to player spawn points ingame. (True or false?)

2. Trigger limitation - Triggers that rely on the house being defined in the trigger itself (e.g. Give one-time superweapon) do not work in any way in multiplayer. (True or false?)

3. AI - Is there any way to stop AI in skirimish from making building? I have managed to stop it from creating units by forcing the AI rules (action 74 i believe ) to no, but i will build buildings and harvesters like a maniac.


My vision:

What I want  to create is a way for up to three players play a campaign map together. I will not simply tripple the bases as that would defeat the idea, but rather have it come together more in a narrative way.

For example, in GD1-mission 1 (Rescue Phoenix Base) let player 1 defend the base from the NOD incursion, and let player 2 and 3 be the reinforcements that save the base. The untis that come out of the orca dropships are player 2 and 3 respectively.

Another example would be Hammerfest where each MLRS is controlled by a different player forcing them to work together.

Another idea that I playing with is that there is a fourth player that is able to take control of the oposing party. Taking the first mission again, he/she would control the NOD base and needs to try to take down Phoenix base.

Disclaimer - Balance issues set aside Wink

In any regards, if someone has any help that would be awesome!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 13, 2025 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

1. The player(s) pick the (GDI or Nod) houses in the skirmish menu, so adding new houses to a skirmish map is kinda pointless.
 
2. Multiple players could be playing as the same (GDI or Nod) house, so houses can't be used in triggers on skirmish maps.

Not useful for TS but YR added <Player@X> which allows you to link triggers to start points instead of houses.

3. You can change the building's rules ini code in the map file to disable it.

My vision: Yeah that's not possible

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue May 13, 2025 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use a modern distribution of TS like https://www.moddb.com/mods/tiberian-sun-client

Vanilla Tiberian Sun does not support scripted co-op practically at all.

When using Tiberian Sun Client

1) True

2) Multiplayer houses can own triggers, if you add 50 fake houses and then define Spawn1 to Spawn8 as houses 50-57. The modern World-Altering Editor map editor allows you to do this with a click of a button: https://github.com/CnCNet/WorldAlteringEditor

3) Simply do not give the AI a Construction Yard. Set Bases=no under [Basic] to do this. The AI starts both base and unit production when it gains a ConYard.

There are very few knowledgeable co-op mappers in the Tiberian Sun community - possibly none outside of DTA. In Dawn of the Tiberium Age, we have re-made the Tiberian Dawn GDI campaign fully as a 2-player co-op campaign, which provides a good example to look at when learning how co-op missions work: https://www.moddb.com/mods/the-dawn-of-the-tiberium-age

The missions feature various advanced techniques like houses owning triggers and multiplayer AI houses even having base nodes.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 14, 2025 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I was wondering if Vinifera added anything new that could help, I didn't expect that CnCNet would add so many new features tho!

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu May 15, 2025 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Vinifera's spawner is not ready yet. TSClient with or without Vinifera still uses ts-patches spawner.

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Tarnezal
Civilian


Also Known As: Morphonic
Joined: 17 May 2013

PostPosted: Mon May 26, 2025 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey all,

Thanks for the replies! I have been up and about trying to get things the way I want them, and I think I might actually succeed. I hope to finish GDI1 - Rescue Phoenix Base this week. Once finished, I will share it here and on the CNC discord.

I have changed the map a bit more to prevent people from finishing it in 30 seconds (Its so short)

Basic changes:
Phase 1. The droppods drop in and the players have to defend Phoenix base from waves of Nod infantry, rocket and cyborgs that emerge from Nod Underground tunnels. A timer for 8 ingame  minutes runs that indicate the arrival of the heavy reinforcements

Phase 2 - Reinforcements arrive, barracks are automatically build and refinaries are up and running. Players need to push back and destroy all underground tunnels to prevent Nod infantry from spawning. They end up destroying the Nod small base

Phase 3 - Enemy reinforcements including a enemy MCV arrive across the bridge that gets tdestroyed by the meteors. (Bridge will be fixed). Base is build instantly and this base must be destroyed to be victorious.

Optional - A player can assume control of Nod. In Phase 1/2 they will get control of the small base. In phase 3 they get control of the reinforcements

AI controlled - I am planning to initiate a way for all parties to be controlled by AI as well. E.g. If you ahve two players, the third allied player will be AI controlled performing scripted actions and helping the other two players. Thats the idea at least

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Tarnezal
Civilian


Also Known As: Morphonic
Joined: 17 May 2013

PostPosted: Sun Jun 08, 2025 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey all,

Thanks again for the earlier advice. I managed to get the first mission working! Up to 3 players coop vs 1 Nod player (optional).

I have included the Map, and the set-up instructions as well, if you want to have a look.

I have launched it under the Mod Tiberian Sun: Echo Protocol. I intend to, over time, launch all maps as coop version.

Cheers for the help!



Tiberian Sun Echo Protocol - Set-up Manual.pdf
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 Filename:  Tiberian Sun Echo Protocol - Set-up Manual.pdf
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GDI 1 - Reinforce Phoenix Base.map
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 Filename:  GDI 1 - Reinforce Phoenix Base.map
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