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> Special changes on certain missions?
Lin Kuei Ominae
post Aug 20 2009, 06:11 PM
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I've now encountered already on several different missions a special change in the game behaviour and want to know if anyone knows how it was done.

The first is in mission scb11ea /eb: There you have to capture the tech centre so you are able to build the stealth tank. How was it done that the stealth tank has for this mission a different prerequisite?
The second is in mission scb12ea: There you have to capture the normally uncapturable adv. comm. centre.
The third is in mission scg07ea: How does the game remember which building you destroyed in the previous mission, in case you don't destroy the airfield with your commando?
On some other missions they also changed the name of the technology centre to prison.

Are all these special changes hardcoded or is there any way to reproduce them in self-made maps?

This post has been edited by Lin Kuei Ominae: Aug 20 2009, 06:15 PM


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Nyerguds
post Aug 25 2009, 05:16 PM
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well in C&C95 v1.06c you'll be able to change the colours of the houses in a mission biggrin.gif

http://www.commandandpatch.com/index.php?n...opic&t=3#38


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Lin Kuei Ominae
post Aug 25 2009, 05:43 PM
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i quote you from that site since i can't post there
QUOTE (Nyerguds @ Aug 25 2009, 06:16 PM) *
Hmm... I just found out the N64 version has a different mission for Nod mission 11EA. Seeing as I distinctly remember this mission to be practically impossible, I'm really tempted to replace it in the next patch...
(the long road you need to follow to get to the base, combined with the gunboat, the harvester and the guard towers, made it impossible to get in there. Either you avoid the harvester, or the gunboat, but never both. Bazookas are too slow to get there)

I already extracted the mission, and I'm planning to playtest it soon to make sure that the odd glitch shown in that video isn't caused by an error in the mission programming.

This mission is actually quite simple if you know about the special logics/flaws of TD.

1. distract the gunboat: move one of the southern units (i suggest a minigunner) close enough to the river, so the gunboat locks on this unit, then quickly move it far away so the gunboat can't shoot the unit. Then you can simply destroy the gunboat with your other units (rocket infs), as the gunboat won't change the target again and keeps targeting the minigunner.

2. the rocket infantry has a higher range than the guard towers and can take them out before the harvester returns. In addition can you force fire your infantry on a clear cell, so the harvester can pass by unharmed, thus it won't try to crush your infantry.

This post has been edited by Lin Kuei Ominae: Aug 25 2009, 05:55 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
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Posts in this topic
- Lin Kuei Ominae   Special changes on certain missions?   Aug 20 2009, 06:11 PM
- - Corsair   QUOTE (Lin Kuei Ominae @ Aug 20 2009, 02...   Aug 20 2009, 06:17 PM
|- - Lin Kuei Ominae   No, it's always the same map file scg07ea as t...   Aug 20 2009, 08:00 PM
- - Nyerguds   I've looked at that code. As for the GDI miss...   Aug 24 2009, 09:24 PM
|- - Lin Kuei Ominae   it's both, good and bad to hear it's hardc...   Aug 24 2009, 09:51 PM
|- - Lin Kuei Ominae   QUOTE (Nyerguds @ Aug 24 2009, 10:24 PM) ...   Aug 25 2009, 10:16 AM
|- - Lin Kuei Ominae   QUOTE (Nyerguds @ Aug 24 2009, 09:24 PM) ...   Aug 31 2009, 12:46 PM
- - Nyerguds   The advanced comm thing is actually opposite. The ...   Aug 24 2009, 10:04 PM
- - Nyerguds   It's just odd that not the numbers, but the ac...   Aug 25 2009, 01:49 PM
|- - Lin Kuei Ominae   It was just an idea and maybe some time in the fut...   Aug 25 2009, 02:43 PM
- - Nyerguds   Well, a few posts below that I already said it was...   Aug 26 2009, 12:16 PM
|- - Lin Kuei Ominae   D'oh! Haven't seen this. Anyway, you ...   Aug 26 2009, 03:17 PM
- - Nyerguds   Yeah, I thought about that too... people always ch...   Aug 26 2009, 04:06 PM
- - Nyerguds   Yeah, that's indeed a classic approach. But wi...   Aug 31 2009, 04:11 PM
|- - Lin Kuei Ominae   Is there any chance you can get Trigger work on ai...   Aug 31 2009, 06:14 PM
- - Nyerguds   Hmm... team control is hard to figure out. I don...   Sep 2 2009, 01:08 PM


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