1. Just open your map with a text editor (preferably not notepad, considering it often doesn't show line-breaks) and add any code you want to be changed for the map. Only add the code that you're actually changing and leave out everything else; for example, if you want to make the Light Infantry faster, only add this code to the map
Code:
[E1]
Speed=10
This works for both singleplayer and multiplayer maps.
2. Yes. Just give the give the map the same filename as the filename of the mission map you wanna replace and then directly place it in the Expand02.mix file (or directly place it in the TS dir). _________________ QUICK_EDIT
I think the mix bit is a step too far. AFAIK, a map override or even a new map only needs to be in the base folder. Although I believe there is some loading mechanics that are to be attributed that can make game loading slow if you have a largish amount that are just loose like that. QUICK_EDIT
Although I believe there is some loading mechanics that are to be attributed that can make game loading slow if you have a largish amount that are just loose like that.
That happens with loose .mpr's (multiplayer maps) in the game directory. The most significant issue is that the game loads those maps multiple times; once when you select either Tiberian Sun or Firestorm and again when you click on some button in the main menu (like Skirmish). Because of that you're forced to wait multiple times for the game to load those .mpr's.
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Mon Jun 17, 2013 5:05 pm Post subject:
thank you it works !
a side problem though
I don't want to open new topic for this - kinda related
so in rules.ini(UMP) I modified droppod to be something else and do something else... nevermind what
so in gdi1a.map (since this one is only one that uses dpods)
I inserted original code back:
problem arises that pods in gdi mission 1 do not fall at all
thus camera and map is locked at event "where the hell are those reinforcements" and that stupid cyborg comes all the way to Phoenix base
and ofcourse camera is locked = no game play
my suspicion lies in [DropPodSpecial]
as AFAIK that didn't exist till Firestorm (firestrm.ini)
and since this is Vanilla TS I guess it doesn't accept the code in .map file ?
Thing is, the DropPod SW isn't used at all in that mission.
In fact, it's merely a TeamType with Droppod=yes that is being spawned on the waypoint at a specific area.
At least, that's how I remember the original. TS does not have SW targeting map actions like YR does (135 - Set preferred target to waypoint... etc.). It only supports the major SW's.
EDIT:
The Teams: Airborne Rangers (1-4) are the droppod teams. The triggers are called the same way, you might find more about the issue there. _________________
TS accepts the Drop Pod code, but the dorp pods you see in the first GDI TS mission is not a superweapon, meaning that modifying [DropPodSpecial] won't (or at least shouldn't) affect it at all. The rest that you added should affect it an the fact that the drop pods no longer come down at all now means that you altered something wrong.
Just try adjusting the keys one at a time to see what works. _________________ QUICK_EDIT
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Mon Jun 17, 2013 6:58 pm Post subject:
I removed everything related to drop pod
only to leave 3 weapons and 1 warhead (that were heavily modifed by me in rules) [E1 rifle, nod buggy rifle and cyborg rifle]
Then remove those changed weapons as well and see if it works; if it does, it means that the type of weapon you gave it simply doesn't work well with the drop pods and you'll need to tweak it until it does work (by only modifying one of the weapon's keys at a time). _________________ QUICK_EDIT
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