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> (*) Bugs in Original TS/FS (and how to fix them)
Lin Kuei Ominae
post May 2 2008, 06:59 PM
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do you tested this already?
i don't think that LoopEnd=7 will fix the problem.
1. LoopEnd=8 means that the 8th frame won't be displayed and the last frame it shows is frame 7.
2. It is the first frame of each waterfallanim that is messed up and shows a part of the rock.

So imo it would be better to leave LoopEnd=8 and change LoopStart=0 to LoopStart=1. (EDIT tested and works)

btw, i think i'll make the new topic at ppm if there isn't already one.

This post has been edited by Lin Kuei Ominae: May 2 2008, 07:24 PM


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Crimsonum
post May 3 2008, 05:00 AM
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The problem with the Waterfall animations is that the first frame of each animation is a small portion of the cliff the waterfall is positioned in. In the game, this frame shows in a slightly different place it should, and thus makes the animations "jump". Simply leave this frame be by putting "LoopStart=1" in each waterfall animation sections.

This post has been edited by Yuri 08: May 3 2008, 05:02 AM
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Dutchygamer
post May 3 2008, 10:14 AM
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Ow yes... I had fixed it before, but I forgot how to fix it... Now you say it, I found it odd it still happened yesterday. Sorry for the confusion, you're right smile.gif


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Crimsonum
post May 8 2008, 05:34 PM
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Hmm....any help with the civilian dam?

I've recently looked more carefully at it, and it seems like the whole structure is missplaced. In the game, it appears it should be placed few pixels to the north, in order for the edge of the waterfall cliff and the left " cliff edge" of the dam would correctly match. This would also cause the waterfall shores and the dam "shore" pieces to match.

On a second note are the animations. There seems to be nothing wrong with the colours, unlike LKO explained in the main post. CTDAM_A uses UNITEM palette, and CTDAM_B uses ISOTEM palette, clearly. However, when I test them ingame (enabled and with proper codings) CTDAM_A doesn't show at all, and CTDAM_B appears as a flashing color rubbish. No matter what I do, the animations seem to f*ck up in the game.
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Dutchygamer
post May 9 2008, 12:29 PM
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IIRC, I had fixed it one time, but I've forgotten how... I really should make backups of certain files...


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Lin Kuei Ominae
post May 9 2008, 02:43 PM
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sorry if it sounds a bit harsh Dutchygamer, but if you don't have an answer, then stop writing only a personal comment. This topic was supposed to be a collection of useful bugfixes.

back on topic
On ppm you can find a fix for the DAM anim that was made by DeeZire. Here is the link to the tutorial.

This post has been edited by Lin Kuei Ominae: May 9 2008, 02:44 PM


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Crimsonum
post May 9 2008, 03:02 PM
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QUOTE (Lin Kuei Ominae @ May 9 2008, 04:43 PM) *
sorry if it sounds a bit harsh Dutchygamer, but if you don't have an answer, then stop writing only a personal comment. This topic was supposed to be a collection of useful bugfixes.

back on topic
On ppm you can find a fix for the DAM anim that was made by DeeZire. Here is the link to the tutorial.


Thanks LKO. That topic should be highlighted for future users.
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The DvD
post May 9 2008, 05:28 PM
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I added that tutorial to the tutorials forum, i'm sure nobody will mind.


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GameMaster0000
post May 11 2008, 04:55 AM
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Obelisk Charging anim is bug too it show all 24 frames of NAOBEL_B before firing instead 12 frames.

fix by this

[NAOBEL_B]
Image=NAOBEL_B
Normalized=yes
Start=0
LoopStart=0
LoopEnd=12
LoopCount=-1

Rate=0
Surface=yes
NewTheater=yes

JEEP.vxl no image cause that turret vxl is section before jeep you must extract it and delete turret section.

This post has been edited by GameMaster0000: May 11 2008, 05:16 AM


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Crimsonum
post May 11 2008, 05:56 AM
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IIRC, there's no such command line as "Start=".

Btw, the GACTWR_B.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side.

I have uploaded a fixed version.

Oh, and is there a way to make such buildings as GACTWR and NAPULS use their firing animations?

This post has been edited by Yuri 08: May 11 2008, 06:19 AM
Attached File(s)
Attached File  gactwr_c.rar ( 9.84K ) Number of downloads: 332
 
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Lin Kuei Ominae
post May 11 2008, 09:03 AM
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QUOTE (GameMaster0000 @ May 11 2008, 04:55 AM) *
Obelisk Charging anim is bug too it show all 24 frames of NAOBEL_B before firing instead 12 frames.

this is fixed in artfs.ini from firestorm, due to 3 new lines
Start=0
LoopStart=0
LoopEnd=12
and that's enough to add to make it work. However i've never saw a problem in TS anyway.
And GameMaster0000 you should remove LoopCount=-1, because this tells the game to infinitely loop an anim.

QUOTE (Yuri 08 @ May 11 2008, 05:56 AM) *
IIRC, there's no such command line as "Start=".

yes, there is one and it works perfectly well. You can use this to start an anim on a certain frame instead of the first one.

QUOTE (Yuri 08 @ May 11 2008, 05:56 AM) *
Btw, the GACTWR_B.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side.

it's GACTWR_C (the rpg turret) that is messed up. GACTWR_B (the mg turret) is ok.
Suiseiseki posted this long ago on ppm: gactwr_c.zip

But a much easier way is to take gtctwr_c, make a copy of it and rename it to gactwr_c. then put it back into one of your mix files.

QUOTE (Yuri 08 @ May 11 2008, 05:56 AM) *
Oh, and is there a way to make such buildings as GACTWR and NAPULS use their firing animations?

no, because turrets can't have firing anims.

This post has been edited by Lin Kuei Ominae: May 11 2008, 09:11 AM


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Crimsonum
post May 12 2008, 04:45 PM
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QUOTE
yes, there is one and it works perfectly well. You can use this to start an anim on a certain frame instead of the first one.


Ah. Well, isn't the same function achieved with "LoopStart="?

QUOTE
it's GACTWR_C (the rpg turret) that is messed up. GACTWR_B (the mg turret) is ok.
Suiseiseki posted this long ago on ppm: gactwr_c.zip

But a much easier way is to take gtctwr_c, make a copy of it and rename it to gactwr_c. then put it back into one of your mix files.


I accidently messed up with the names. Sorry for that.

Oh, and I've done it with your method too. Not sure why I didn't remember it this time... *facepalm*.
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Lin Kuei Ominae
post May 12 2008, 06:49 PM
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QUOTE (Yuri 08 @ May 12 2008, 04:45 PM) *
Ah. Well, isn't the same function achieved with "LoopStart="?

no, because LoopStart tells the game where the looped anim starts.
So you can have an anim that starts on frame 0 with Start=0 and Loops only between frame X and Y with LoopStart=X and LoopEnd=y.
The PulsBall does this to become bigger at the start but then loops only between the frames when it is big. Or the ParaBomb is similar too, which first unfolds and then loops only the swaying anim (of course you have to set the art.ini entry so that it works this way, since it's originally not present)

e.g.
CODE
Start=1
LoopStart=5
LoopEnd=9
LoopCount=4
End=22
this would make an anim start on frame 1 (frames start counting on 0, so actually it starts with frame 2), then going on and loop 4 times between frames 5 and 9 and after the 4th loop it would play until the 22 frame and stop the anim.

QUOTE (Yuri 08 @ May 12 2008, 04:45 PM) *
I accidently messed up with the names. Sorry for that.

Oh, and I've done it with your method too. Not sure why I didn't remember it this time... *facepalm*.
no problem, your download had the correct name. I added this to the first post for those who don't know how to extract gtctwr_c.

btw, thank you very much to the mod/admin (the DvD?) who gave us back the ability to change the own old posts and made links now visible notworthy.gif (though i would prefer green text instead of an underline).
@all If there are any mistakes in the summary in the first post, let me know.

This post has been edited by Lin Kuei Ominae: May 12 2008, 07:07 PM


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Jabberwoky aka G...
post May 16 2008, 04:24 AM
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QUOTE
[CANISTER]
AnimPalette=yes
AnimLow=0
AnimHigh=13
AnimRate=1


[CANISTER] doesnt use a Anim.pal as most projecties do.. not even Palette.pal wich whould be used by default if projectie have no entry in art.ini. I have checked it today - it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.

This post has been edited by Jabberwoky aka Gangster: May 16 2008, 04:27 AM
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GameMaster0000
post May 16 2008, 08:32 AM
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QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM) *
[CANISTER] doesnt use a Anim.pal as most projecties do.. not even Palette.pal wich whould be used by default if projectie have no entry in art.ini. I have checked it today - it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.


I see that too I solve it by change it to unit color by XCC.


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Lin Kuei Ominae
post May 16 2008, 10:35 AM
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QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM) *
[CANISTER] doesnt use a Anim.pal as most projecties do.. not even Palette.pal wich whould be used by default if projectie have no entry in art.ini. I have checked it today - it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.

thanks for the hint. I forgot that i converted it for my mod into anim.pal. But since anim.pal hasn't the necessary colors to make it look axactly like the unittem.pal version, i converted it again into palette.pal.

I fixed the code in the first post (removed the AnimPalette=yes key) and uploaded the fixed canister.shp.


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The DvD
post May 16 2008, 07:23 PM
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I have stickied this topic.


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GameMaster0000
post May 23 2008, 02:34 PM
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Anyone have solution with GARADR_A and GARADR_AD graphic error. It cause when if GARADR get critical damage and you repair it some time it cause image error occur that will display GARADR_AD loop in 2 frame. and GARADR_AD if use wait and not repair it wait until end loop 1 GARADR_A will show and then when end GARADR_A and GARADR_AD won't display again.

[GARADR_A]
Image=GARADR_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes
PingPong=yes

[GARADR_AD]
Image=GARADR_A
;NewTheater=yes
Normalized=yes
LoopStart=15
LoopEnd=29
LoopCount=-1
Rate=180
Surface=yes
PingPong=yes

I try to add Start=15 on GARADR_AD it solve first problem but second one still occur.

Next I delete pingpong=yes second problem is solve but it make GARADR_A and GARADR_AD won't display goback again.


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Lin Kuei Ominae
post May 23 2008, 07:14 PM
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The PingPong= key is messed up and doesn't consider the LoopStart= value, what causes the backward playing anim to play to frame 0 instead of the LoopStart= value.

I see 2 possible solutions.
1. take from GAPLUG_A.shp the damage anim frames and make a separate shp for them.
2. If the back-to-full-repair error still occurs, remove completely the PingPong= key and add the backward anim of the radar to the shps as well.

btw, this is the same problem that occurs on the Stealth Generator.
I'll test both ways and try to find a solution.

\EDIT
The PingPong= key is the reason that after repairing to normal stage the anim gets stucked.
So i made new anims and saved them in new shps.
List on the first post updated and bugfix for GARADR and NASTLH added.

This post has been edited by Lin Kuei Ominae: May 23 2008, 08:25 PM


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SeekSomethingNew
post May 25 2008, 01:21 PM
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Oh, ill look into that my side aswell. wink1.gif


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Lin Kuei Ominae
post May 26 2008, 08:41 AM
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don't worry about that. This isn't one of those unavoidable problems, so imo you shouldn't spend to much time into this key.

\EDIT
The Silo fill anim for the damage stage isn't played. I posted how to fix this on the first post.
However there is still a problem with this.
If the silo was empty when it came into damage stage and then fills up, it still uses the undamaged anim. Only if you shoot once again on the damaged silo or start to repair it, it refreshes the fill anim and uses then the damaged stage.
But if the silo was already filled on level 1-4 and then got into damage stage, it instantly uses the correct damaged fill anim.

I also tried to fix this using separate shps for normal and damage fill anim, but the result was the same.

This post has been edited by Lin Kuei Ominae: Jun 11 2008, 12:05 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
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Lin Kuei Ominae
post Jun 11 2008, 12:02 PM
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harvester harvesting anim wasn't played in unittem.pal. Thus converted into anim.pal.
first post updated.


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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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Crimsonum
post Jan 18 2009, 11:09 AM
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Has anyone remade the Repair Depot anims? The "hatch" containing the repair arm is supposed to open when a vehicle enters the pad, and close when the vehicle leaves. TS Retro did this, maybe SMIFF could upload and share those animations?

This post has been edited by Crimsonum: Jan 18 2009, 11:09 AM
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Darkstorm
post Jan 16 2010, 01:21 AM
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There is a little bug you frogot to mention.

This note relates to the bug (see below):
The fact that the mutant women without a firing anim (see bottom) makes me wonder if it could of been the mutant flamethrower, it lacks a proper machine gun animation even though the other mutant units have them, so maybe it had a flame weapon like the Devils Tongue. It would also explain the blue pixel on the end of the weapon, perhaps it was a little flame like in Renegade to light fuel.

The mutant infantry have a firing anim on their weapons without FLHs so all you need to do to fix this is comment out

CODE
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW


on [Vulcan] so it will look like this:

CODE
[Vulcan]
Damage=20
ROF=60
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=CHAINGN1
;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW


Also, the mutant woman doesn't have any voices, if you copy Umagon's voices it makes up for it, just copy this over the original tag in [MWMN]:

CODE
VoiceSelect=10-I000,10-I002,10-I004,10-I006
VoiceMove=10-I016,10-I020,10-I022
VoiceAttack=10-I024,10-I026,10-I028,10-I030
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4


And since it doesn't have firing anims, I added anims to this SHP, just toss the SHP into an Ecache:

This post has been edited by Darkstorm: Jan 16 2010, 01:46 AM
Attached File(s)
Attached File  fixed_mwmn.zip ( 40.4K ) Number of downloads: 294
 


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Revolutionary
post Jan 29 2010, 03:07 PM
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I have found another Bug, the flame on top of the tiberian refinary gets cut off by other buildings ingame (currently im playing the game but i will try to fix it soon and post the code)

Edit

changing

CODE
ActiveAnimTwoZAdjust=-250
to
ActiveAnimTwoZAdjust=-100

fixed this problem

i applied this fix to both [NAREFN] and [PROC] (which was used to get the unload anim) but i dont know i it needs to be added to both)

(i used quotes because i couldnt get a code box to work)

This post has been edited by Revolutionary: Jan 29 2010, 04:38 PM


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Aro
post Jan 29 2010, 04:32 PM
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CODE
ActiveAnimTwoZAdjust=-250
to
ActiveAnimTwoZAdjust=-100


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Revolutionary
post Jan 29 2010, 04:38 PM
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so replace quote with code , thanks Aro i can see the button to press but it didnt work, should have really tryed [code] (edit fixed)

This post has been edited by Revolutionary: Jan 29 2010, 04:39 PM


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Crimsonum
post Feb 16 2010, 07:55 AM
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Good that people keep contributing to this thread. Keep it up!

EDIT: Just reminded me, there's a bug where the Technician shows an empty frame while firing when panicked. This happens only in Firestorm, and I haven't found the cause yet...

EDIT2: Unlike the other veteran factors, VeteranSight doesn't seem to have any effect unless the given value is greater than 1. Therefore it acts more like a true multiplier (sight 4 * veteransight 1.25 = 5) and not like a bonus, like the other factors (for example the firepower upgrade: if veterancombat is 0.25, and the object does 100 units of damage, the damage dealt as veteran would be 100+100*0.25 = 125).

This post has been edited by Crimsonum: Feb 16 2010, 09:46 AM
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Revolutionary
post Feb 16 2010, 12:12 PM
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i have foun a few more but havent been able to test to see if i have fixed them

[i will post the the code whn im sure ive fixed them]

the laser fence posts animations show threw tall building (i saw this when a laser fence posts animation appeared threw a light tower)
There is the exact same problem with one of the kodiac's (TS building not crash) animations GAKODK_A

and i found another differant type of bug but havent been able to confirm it GDI10B.map (destroy the Banshee prototypes), the Mammoth MK2 never arived when i was playing this mission (it was the first time i ever played this mission recently, i always ended up picking the other mission and had to finnish this mission using disk throwers, medics and arial units when there power was down)

@Crimsonum ill have a look in to those and see what i find


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Crimsonum
post Feb 16 2010, 12:34 PM
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QUOTE
and i found another differant type of bug but havent been able to confirm it GDI10B.map (destroy the Banshee prototypes), the Mammoth MK2 never arived when i was playing this mission (it was the first time i ever played this mission recently, i always ended up picking the other mission and had to finnish this mission using disk throwers, medics and arial units when there power was down)


I've never had such a problem in that mission.
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