Posted: Tue May 11, 2021 9:31 pm Post subject:
Beginner in FinalSun to Edit
Subject description: Trying to create a MOD
Well after a long time i want to try to MOD TS in all ways.
My ideia recreate the TIberian Dawn missions for Tiberian Sun (with new elements on all missions for both teams)
I'm looking for a lot of tutorials included in this forum, but most of the mecanics are to wierd to me (thats why i want to study more to learn)
My problems is:
What the new mission need to work? To start a map? To make the game loads the mission correctly, mission briefing (what you need to know to complete), strikeforces, reinforcements, win and loses, AI for the CPU. QUICK_EDIT
Under [Basic] section in maps, can use OneTimeOnly=yes, SkipMapSelect=yes and SkipScore=yes if needed when listing all maps. Battle.ini gets the mission listing, so that its entry comes in mission/campaign selection.
Stitching maps into a campaign need more effort, use NextScenario in maps and check mapsel.ini. In case of branching (some scenario condition in map could lead to an alternative mission), check ModEnc.
Mission.ini gets the briefing. If using latest TSClient, then [Briefing] section can be added to the map file itself. Remember to set ModMode=true in Resources\ClientDefinitions.ini so that TSClient doesn't update.
Teams, reinforcements, win/loss etc. are done through triggers. Local AI can be made in the map or global AI can be enabled.
That info is not enough to tell what is wrong. You can zip and attach the map here. Usually, House list is the problem for beginners. Are you using TSClient or original game? QUICK_EDIT
Compare the maps and check these:
- Playing side should have PlayerControl=yes
- Removed content that doesn't exist in original game (game should ignore those even if put in map)
- Shouldn't attach trigger to itself as the game goes into an infinite loop.
- Win/lose conditions were already met when starting the map so I added a GDI building and a Nod bike.
It would be better to use TSClient and Updated FinalSun.
- Playing side should have PlayerControl=yes
got it
- Removed content that doesn't exist in original game (game should ignore those even if put in map)
- Shouldn't attach trigger to itself as the game goes into an infinite loop.
So if i put some enemy soldiers, and some towers will bug the mission? Or i just leave the <none> to each soldiera and tower in the trigger? ( i putted because i was wondering, all enemy units needed to the mission be completed)
- Win/lose conditions were already met when starting the map so I added a GDI building and a Nod bike.
Yes that WIN and LOSE i put to make the complete mission.
--------------------------
After all that, where i make the mission briefing, movies intro and end mission? To try recreate all Tiberian Dawn campaing closely to the original
And thanks soooo much
Oh btw i use the FinalSun from Tiberian Warzone MOD QUICK_EDIT
ok a little help, im trying to make the AI NOD create 3 soldiers and after some time attack, and make this happen again and again
I create:
TAG - NOD Attack, repeat = 2 - Make the trigger repeating
Script - NOD attack, actions = 0, type of action = attack, target = 4 - Infantry
Task force - NOD attack, units = 3, unit type = E6 (Light Infantry)
Teamtypes - NOD attack, House = NOD, waypoint = 1 (middle of my base), script and taskforce = nod attack
AI trigger - 0 enemy owns, team type = nod attack, condition = greater than or equal, number = 1, unittype = PROC (Tiberium Refinery)
and finally
Trigger - NOD attack, house - NOD, type = 2 (to repeat), event - 19 building type, build MCV, actions = 3 productions begin, parameter = 1 NOD QUICK_EDIT
AITrigger is not needed for this. For Trigger use elapsed time of 200 os so and try.
To show the code, so that people can understand, open the map in a text editor and go to the related sections of Actions, Events, Trigger and Tag. And the respective TeamType, Taskforce and ScriptType. Or just share the map. QUICK_EDIT
AUTrigger not needed. Use elapsed time for event. Give more credits to Nod. Instead or Trigger action of production begins, use create team/reinforcement by 4 or 7 or 80. QUICK_EDIT
OK now NOD is building soldiers one by one, but they now just go to a random part of the map and wait. (this in the create team)
In the reinforcements they spam in the north of the map 3 soldiers and attack correctly XD
I created 2 waypoints 4 and 5, to the soldiers go to my base to attack, oh btw i was trying to make the AI buid 3 soldiers and then attack in group my base.
What the numbers from team/reinforcement by 4 or 7 or 80, mean? QUICK_EDIT
Ok i did it.
One question, its possible make a timer between each team to attack?
for example
AI build 3 soldiers and attack
Ai will wait 50 seconds before create another team to attack QUICK_EDIT
You have to adjust the elapsed time accordingly. Also leave Waypoint in TeamType empty if not needed.
Checking for the current team destroyed is complicated. Max should be set to 1 in teamtype add a tag, check wuth attached object destroyed event and then enable another trigger for production etc. Get familiar with original maps coding for some time. QUICK_EDIT
1. Not enough info. Show the code/map....
2. Already gave the trigger action ModEnc link in earlier post. 4, 7, 80 are trigger action number. QUICK_EDIT
You haven't given proper team to create team action. Attached tag to teamtype, which shouldn't have been done in this case. Script has move to waypoint where the team is created, then more waypoints and attack anything. Team does what it is told to do.
Spend some time looking into original game maps, how ro do. QUICK_EDIT
Got it.
Im asking because i had make in action the 80 reinforcements to "create" the infantry and wait some time (but i think if i destroy the hand of nod they will keep spawning)
Now im trying the create team again, and the waypoints were just to the infantry walk like little patrol, before attack.
Now im using in the 3 attacks triggers the "create team" action (but nothing happens) only one buggy and stay in base.
But ok i will try to see the normal TS maps to see how the AI keep a team force to attack QUICK_EDIT
OK i learnd alot in this few days, thanks for Elite
My one question now is there is a place where i can see each VQA movies image?
I know they are in ART.ini and i want to put in the win or lose part of the mission, but i wanted to know each of the codes movies name they are:
like the Win=DISKDEST is the win for GDI when a disc thrower blow up a sam site. QUICK_EDIT
Ok sorry for bringing this matter again =/
I found the mission.ini and created:
Oh btw im using the game from the site: https://cncnet.org/tiberian-sun, because seens be the only finalsun that works normal in here (the TSclient after open one time keep saying the tibsun.mix error, with all the solutions i looked for)
[NOD1A]
1=In order for the Brotherhood to gain a foothold,
2=we must begin by eliminating certain elements.
3=Nikoomba, the nearby village's leader,
4=is one such element.
5=His views and ours do not coincide,
6=and he must be eliminated.@@
7=First Objective: Eliminate Nikoomba.
And i putted the file in the main game folder, but the restate screen still are blank.
There is a right place to put the mission.ini or to specify the way in some INI file? for example:
TS\INI\battle.ini
line mission root (example) QUICK_EDIT
Tibsun.mix error happens when finalsun cannot find the mix files. Make sure that the game path doesn't contain non-ASCII characters (may be spaces too) and its not installed in a folder which doesn't have full read/write permission.
I have given both the links of TSClient and finalsun with additional patches in earlier post. Put TSClient in a short path and run the client once, it will add the path to finalsun.ini, then use finalsun.
With TSClient, there is INI folder inside the installed folder which has the files, you just have to edit those. Look at the existing entries in battle.ini.
With TSClient, can put the briefing in the map itself. Just open the map in a text editor and add the [Briefing] section with 1=... etc. QUICK_EDIT
Ahn now its a strange thing
Why can i slow down the game speed? Every time i change the game auto go to "fast" mode
I tryied to edit the SUN.INI even delete to create a new one, but keep the same issue.
Gamespeed = 1 in the SUN.INI and there i put 0 but in game is locked in fast (1)
Other thing, after i use the map editor and test the map, and go back to finalsun he keeps saying "not responding" and i need to delete and re-install
every time Ç_Ç QUICK_EDIT
Only original TS keeps the gamespeed to max at start and there is a hack to fix it also. TSClient doesn't do that.
Installing TSClient and FinalSun is not so difficult as you are making it.
Make sure those are not installed on C drive or a folder where read/write access is restricted. Also give admin permission to the EXE files. QUICK_EDIT
I think i got it, something in the mod Tiberian Sun Remastered from moddb site change some file.
I will use the vanilla TS for all my mod now. QUICK_EDIT
Quick question, how do i make a civilian building (hospital in this case) capturable? I created a trigger for the win and attached the hospital to WIN, but in game the engineer cand enter.
Or is easier make another building from NOD or GDI to do that? QUICK_EDIT
I created a simple map (kill the civilians and buildings) nothing more.
I only create 2 triggers win and lose (lose if all your forces die)
Trigger WIN to NOD, Event 10 Destroyed, Buildings, All... to 3 Special (civil) and Action 1 Winner is... NOD
i have attached all the Special civilians and buildings in the map to that trigger.
And when i tried to start just say "Mission Accomplish"
i really need teams, scripts and taskforce for this? QUICK_EDIT
The problem is you try to state your interpretation of what is done in the map but you doesn't share the code or the map. You interpretation doesn't reveal all that is done in the map. Like whether GDI or Nod is the human player or what condition is already met when starting the map etc. I mentioned hospital building is a special case, not that it should belong to Special house.
I have given all references you need to learn by yourself, you should spend time in learning from the original TS maps.If you share the map and I fix it, you don't learn. QUICK_EDIT
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