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> Campaign Map Questions, Figured I'd ask all my questions in one.
mg1999
post Jan 24 2011, 04:05 AM
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As stated I figured I'd ask all my campaign questions in one fell swoop so I'm not posting every other minute. I keep experimenting around with my own campaign maps and got a few questions about some things. Hopefully someone will be able to help me out with this as I am at a loss.

1. How can you have the "camera" or screen pan at the beginning of the mission going from one point to another and can you adjust it's speed?
2. I have created 2 campaign maps for the original TS both are named gdi1a.map & gdi2a.map After I finish playing the first mission I can't get to the second it says unable to initiate map and then restarts the first mission over, how do I fix this? Did i name these right?
3. How do I turn off the movies in between missions? So I could just have it go from mission to mission with no movies or stats displayed. I went under "basic" and made skip map selection yes
and thought I made the movies not play but they still do.
4. How can you make a certain area of the map that is black reveal it's self? is this done with waypoints or celltags?

Any help would be greatly appreciated, thanks!

This post has been edited by mg1999: Jan 24 2011, 04:08 AM
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Lin Kuei Ominae
post Jan 24 2011, 01:06 PM
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1. Create a waypoint. Create a trigger. give this trigger action "48 Center Camera at Waypoint". Set the Parameters Speed and Waypoint. Everything pretty self-explanatory.
2. Go to Edit/Basic. Set the Next Scenario to your second map. e.g. NextScenario=gdi2a.map
3. Don't know. Check the Action= Brief= keys in the basic section.
4. Actions "17 Reveal around waypoint..." and "18 Reveal zone of waypoint..." again pretty self-explanatory.
You can also use Action "41 Play Anim At..." and use the animation that is defined in rules.ini with the key DropZoneAnim= (BEACON in vanilla TS). Though to get the right index from the animations list is a bit tricky, since vanilla TS doesn't has a neatly ordered list, so you have to count which index it really has (it is not the number 618 in front of it).

This post has been edited by Lin Kuei Ominae: Jan 24 2011, 01:07 PM


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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.
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mg1999
post Jan 24 2011, 02:37 PM
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QUOTE (Lin Kuei Ominae @ Jan 24 2011, 01:06 PM) *
1. Create a waypoint. Create a trigger. give this trigger action "48 Center Camera at Waypoint". Set the Parameters Speed and Waypoint. Everything pretty self-explanatory.
2. Go to Edit/Basic. Set the Next Scenario to your second map. e.g. NextScenario=gdi2a.map
3. Don't know. Check the Action= Brief= keys in the basic section.
4. Actions "17 Reveal around waypoint..." and "18 Reveal zone of waypoint..." again pretty self-explanatory.
You can also use Action "41 Play Anim At..." and use the animation that is defined in rules.ini with the key DropZoneAnim= (BEACON in vanilla TS). Though to get the right index from the animations list is a bit tricky, since vanilla TS doesn't has a neatly ordered list, so you have to count which index it really has (it is not the number 618 in front of it).


Thank you much! I'll be sure to post my maps when I'm done with them. Another quick question, is there a way to change the mission briefing?

[edit]

Also, is there a way to spawn a unit that has low health?

This post has been edited by mg1999: Jan 24 2011, 10:02 PM
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mg1999
post Jan 31 2011, 12:58 AM
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BUMP. Anyone know the answer to these?

Is there a way to change the mission briefing?

Is there a way to spawn a unit that has low health?
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Rampastring
post Jan 31 2011, 08:36 PM
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QUOTE (mg1999 @ Jan 31 2011, 02:58 AM) *
Is there a way to change the mission briefing?

Yes, by editing mission1.ini. The syntax is pretty much self-explanatory, just look at how all WW briefings have been done.
QUOTE (mg1999 @ Jan 31 2011, 02:58 AM) *
Is there a way to spawn a unit that has low health?

Not as far as I know. Or at least I've never done that.

This post has been edited by ^Rampastein: Jan 31 2011, 08:37 PM


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Orac
post Feb 1 2011, 05:22 AM
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Surely you can spawn a unit at a waypoint, then deal damage to it with an invisible, damaging anim?


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Lin Kuei Ominae
post Feb 1 2011, 11:14 AM
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There is for one
Action "63 Apply 100 Damage At..." which uses the HE warhead and could be used multiple times to do more damage. (though the steps of 100 damage are quite big)

maybe
Action "42 Do Explosion At..." is better as you can define the weapon used to deal the damage (though i'm not sure how and if this works)

and finally
you can do as Orca said, create an invisible dummy animation with damage in art.ini ([DODAMAGE] Image=none, Damage=42) and use this via Action "41 Play Anim At...". However this involves some risks, as the trigger uses only the index in the [Animations] list (not the name) and once you add/remove an anim before the DODAMAGE anim in the list, the trigger won't work, as it uses a different anim. This also needs a modified art.ini and rules.ini to work, thus it isn't really nice for a map-project that should work for other mods too.

This post has been edited by Lin Kuei Ominae: Feb 1 2011, 11:17 AM


--------------------
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.
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mg1999
post Feb 2 2011, 09:13 AM
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Thanks for the reply guys, I'll mess around and see. Just wasn't sure if there was an actual way to do it. So far the campaign I got going is pretty simple and self explanatory. I'll let you know if I need any more help. Much appreciated. biggrin.gif
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