10 replies [Last post]
Branndon12345
Offline
Joined: 30 Apr 2010
ello commanders, im making a story line with mission maps for the dta mod you can check out the mission playthroughs on my youtube channel : http://www.youtube.com/user/CommandnConquerFan
WARNING-i will update as soon as i get ANOTHER PLAYTHROUGH OUT not all of them are uploaded yet at the time only 1 is and its not playthrough its a preview, but im making a playthrough for it, in the mission 2 playthrough i tell you the story line so you will have to watch and play to find out Smile
i will also be making map PREVIEWS on my channel requested from chronoseth or something like that.
EDIT-MISSION 3 IS NOW AVAILABLE
MISSION 1-TECH LEVEL 4 MUST BE SET
MISSION 2-TECH LEVEL 6 MUST BE SET
MISSION 3-TECH LEVEL 6 RECOMMENDED 4 AND UNDER NOT RECOMMENDED
PreviewAttachmentSize
eamission1.dpr66.57 KB
eamission2.dpr74.63 KB
eamission3.dpr59.36 KB
Branndon12345
Offline
Joined: 30 Apr 2010
guys im getting alot of views but no comments its ok to comment on the missions, im trying to upload some playthroughs on youtube but youtube is being gay right now so yeah
Branndon12345
Offline
Joined: 30 Apr 2010
oh by the way guys i need some ideas for mission 4, after you destroy the enemies location on mission 3 after you exit the canyon which was on mission 2, you start traveling again to another location, what do you guys have in mind, note that traveling missions can not have alot of room to build a base
Chronoseth
Chronoseth's picture
Offline
Joined: 20 Feb 2010
I would have instantly tried these, but I'm still trying to get TS to run on this stupid computer... Not to mention that now I'm waaay behind on doing DTA's remake campaign. Sad(
__________________

He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

Branndon12345
Offline
Joined: 30 Apr 2010
you are using windows 7 arent you, cuz if you are it took me FOREVER to get it to work but eventually it will, im behind on making the videos so it might be a while before i get them uploaded to youtube, the story line is EA has taken over westwood which they have already and they start f*cking up the command and conquer series, SO we as commanders take control and fight against EA to bring back westwood. i made this mostly becuase i bought cnc4, it sucks except for the story line
Bittah Commander
Bittah Commander's picture
Offline
Joined: 21 Nov 2009
I wonder if you ever testplay any of your maps before uploading them...

Although the maps don't look bad, considering that none of them even have a single trigger, they can't possibly work as singleplayer missions.
You also still seem to be ignoring advice I gave you earlier concerning resizing maps...
Bittah Commander wrote:
One last thing that needs to be pointed out (and many mappers seem to overlook this), is that especially at the bottom of the map, the blue and red lines should be 3 cells apart. If they're less than 3 cells apart or even are right on top of each other (which is the case with your map), the bottom 3 cells of the map will be cut off ingame. So to fix this, you'll have to go to the Map Properties dialog (to get there, at the top of FinalSun's window click Edit and then go to Map).
Map size controls the red rectangle; this is what you'll need to change. So click the top Change button, add up 3 to the height (so change 55 to 58) and change the value after Top back to 0 in order to make sure all new cells will be added to the bottom of the map (rather than the top). When you click OK, you'll get a warning dialog; click Yes and the map has been resized. After resizing the map however, the visible area (the blue rectangle) also changes for some reason, even though its values won't have changed (not until you close and reopen the dialog again anyway). So to restore the original size and position of the blue rectangle after resizing the map, simply just click the bottom Change button once (without changing any of the values).

So changing the size of the blue rectangle (the visible area) is especially useful on singleplayer maps, because you can place buildings you don't want to be visible to the player there; such as power plants. There are also triggers to resize the visible area of a map (the visible area of the map could expand after entering a certain area or capturing a certain building for example), but until you mess with that I suggest you first get some experience with working with simpler triggers.
__________________

Branndon12345
Offline
Joined: 30 Apr 2010
I DO TEST MY MAPS BEFORE I UPLOAD THEM

ok as i've said before and make this the 3rd time i've said it, i have copied the battle ini files and made it point to my single player maps and it doesnt work at all none of the instructions you guys gave me worked, and yeah there are know triggers but i will try to figure out how to use them, i dont even know wtf a trigger does
also i know how to change the size of the map were it cuts off you've told me this already any map that i've made after you told me that i have made it not chopped off, if you the only thing thats chopped off is the end of the map were nothing is located and that is why i put nothing there and i do change the value of the height and all of that
if you guys could give me a better way of telling me how to make a single player map the missions would be more professional but if it doesnt work then you will just have to deal with the missions now
Bittah Commander
Bittah Commander's picture
Offline
Joined: 21 Nov 2009
You claim to know how to change the size of the visible area of maps, yet I noticed that the bottom of the blue and red rectangles overlap on all 3 maps... And aside from that there's also a huge empty area at the bottom of one of the maps, which could've easily been hidden by resizing the visible area of the map.
I merely based my comments on my observations, so please don't get all worked up over it.

I don't know why you're unable to get singleplayer maps to work. Try making a completely empty map with just 1 GDI (the player's house) unit on it and see if the map will load then (don't forget to code it into Battle_DTA.ini of course).

Now about the triggers; these are actions that occur when a certain event happens. Examples for what these are used are reinforcements, revealing the map, (self)destructing units/buildings, changing the owner of units/buildings and of course making the player win or lose the game. To get familiar with exactly how to work with triggers (and also their attached scripts, taskforces and teams), it's best to just examine some of Tiberian Sun's original maps and see what triggers they contain, what they do and then try to replicate them on your own maps (I learned to work with them the same way). There are a lot of triggers that only work on singleplayer maps and some of them can be fairly complicated.
__________________

Branndon12345
Offline
Joined: 30 Apr 2010
how do you code the battle ini file?
also that is why there is empty space where it over laps so obvously you wont see it during the game yeah you can see it in the final sun editor but idk y you bother to just look for something thats wrong when you wont see it in the game
Bittah Commander
Bittah Commander's picture
Offline
Joined: 21 Nov 2009
Just copy the Battle.ini file from TS (tibsun.mix\local.mix\battle.ini) to DTA's directory, rename it to Battle_DTA and finally adjust its content so that it points to your map (or you could of course just change the filename your map to gdi1a.map/nod1a.map).
Also, if you want your singleplayer maps to appear in the enhanced mode (rather than in classic), rename Battle.ini to BattleE_DTA.ini instead.
__________________

Chronoseth
Chronoseth's picture
Offline
Joined: 20 Feb 2010
Branndon12345 wrote:
how do you code the battle ini file?
also that is why there is empty space where it over laps so obvously you wont see it during the game yeah you can see it in the final sun editor but idk y you bother to just look for something thats wrong when you wont see it in the game


It's easier to know exactly where your boundaries are... trust me.
__________________

He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

 

Website built by Bittah Commander,
hosted by Project Perfect Mod.