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zunnie

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Files posted by zunnie

  1. Powerup Pedestals

    Laeubi: These models are used as a marker for a spawning weapon or item, place the spawner in the center of the pedistal texture.

    99 downloads

       (1 review)

    0 comments

    Submitted

  2. Tiberium Crystals Green & Blue

    Laeubi: I made these a while ago for some of my old maps
    They have been made with a single 256x256 texture (one for the green set and one for blue set) unlike other crystals I have seen that use multiple textures, which, in my opinion waste resources for very little gain.
    Don't forget to add the texutures to your mod folder.

    74 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Lightposts

    Laeubi: These are the light posts I made for Bio
    They have been created by taking inspiration from the tiberian sun light posts.
    Don't forget to add the texutures to your mod folder.

    100 downloads

       (1 review)

    0 comments

    Submitted

  4. Blank Purchase Terminal Icons

    Laeubi: These Blank PT icons were created by Taximes (as far as i know, I havent seen him lately)
    The 6 PT icons include the standard GDI and Nod icons and a Civilian, Mutant, Xtras and a blank gray one.
    I've uploaded them here as i think i'm one of the few active members of the community that has them (and has found them on his HDD ).

    105 downloads

       (0 reviews)

    1 comment

    Submitted

  5. Warpath Pack

    Laebi:
    This pack contains some bunkers and objects like the hedgehog and landing craft used in some of my Warpath maps.
    Not sure who made some of the objects, but thanks to who ever on the team it was.

    78 downloads

       (1 review)

    1 comment

    Submitted

  6. Single Player Hand of Nod

    This is the Single Player Hand of Nod building in gmax/renx format originally released by Aircraftkiller years ago who got it from Westwood.
    It works without any adjustments, just plunge it on the map, export and enjoy playing it

    59 downloads

       (0 reviews)

    1 comment

    Updated

  7. 64Bit OS DDS Plugin Fix for 3DSMax 8

    This file is for fixing the Direct3D Error under 64Bit Windows OS, when trying to load DDS files in max.
    Unpack the dds.bmi file into: Autodesk/3dsMax8/plugins/
    Restart 3DS Max if it is running, and that error will disappear. This fix is known to work for Vista 64-bit, and Windows 7 64-bit.

    800 downloads

       (0 reviews)

    0 comments

    Updated

  8. W3D Importer 3DSmax8

    This nifty tool lets you reimport models from the W3D file back into Max, for you own editing needs
    Extract into your 3dsmax8 Folder to install
    **Now that you have the model it still needs to be optimized for Rengade, as the importer messes with the W3D file, Please read the tutorial on the subject
     
    Here is the "Importing and Optimizing W3D's Tutorial" - using this script to import

    344 downloads

       (0 reviews)

    1 comment

    Updated

  9. Renegade No-CD

    The Renegade No-CD version. You don't have to have the CD in your drive with this.

    658 downloads

       (1 review)

    0 comments

    Updated

  10. Unstuck Command Plugin

    This plugin allows players to type !stuck or !unstuck to teleport them to the last known good location when they get stuck for some reason.
    The last known good location is usually the location where they spawned at or last changed character. This includes the location of a crate in case they get the character crate.
    If they are inside a vehicle while stuck it will be destroyed, they will be refunded the cost of that vehicle, and then teleported back to the last known good location.
    You can configure a timer in the configuration for this command. The player must wait that time before they are actually teleported, you want to set this above 10 seconds usually to prevent them from 'quickly going back base' after a beacon has been placed for example.
    The plugin checks their current and stuck position, if they moved too much they wont be teleported back to their last good position. They are not really stuck then.
    To use the plugin add it to your [Plugins] section like for example below:
    [Plugins]00=BanSystem.dll01=Mute.dll02=mpf_unstuck_plugin.dllAt the bottom of ssgm.ini add a section containing this to configure a global setting:
    [Unstuck]Unstuck_Timer=15You can also configure it per map by adding entries like this for every map (mapnames are ALL lowercase):
    [c&c_field.mix_Unstuck]Unstuck_Timer=30

    146 downloads

       (1 review)

    2 comments

    Updated

  11. mIRC to FDS gateway

    Allows mIRC to send FDS commands.
    v00d00 spent time on it making it more efficient and cleanup sockets after they were used.
    Example mIRC script for using this DLL:
    alias MPSENDFDS { var %msg = $1- if ($1 == msg) var %msg = $1 [MP] $2- dll mIRC_Ren.dll FDS_Send 127.0.0.1 5015 remotepw %msg}alias inlist { var %i = 1, %j = $numtok($2,32) while (%i <= %j) { if ($gettok($2,%i,32) iswm $strip($1)) return 1 inc %i } return 0}on *:text:*:#MP-AOW-Admin:{ if ($nick == MPAOW) { if (!time isin $2-) MPSENDFDS msg The time is $time Amsterdam GMT+1 if ($2 == gotya) MPSENDFDS snda mx0_nodsniper_alt07.wav if ($2 == chicky) MPSENDFDS snda m00achk_kill0001i1gbmg_snd.wav if ($2 == omg) MPSENDFDS snda oh_my_god.wav if ($2 == skill) MPSENDFDS snda mxxdsgn_dsgn014i1gbmg_snd.wav if ($2 == snipe) MPSENDFDS snda mx0_nodsniper_alt01.wav if ($2 == killem) MPSENDFDS snda mx1dsgn_dsgn0018i1dsgn_snd.wav if ($2 == guns) MPSENDFDS snda mxxdsgn_dsgn005i1gbmg_snd.wav if ($2 == smile) MPSENDFDS snda mxxdsgn_dsgn004i1gbmg_snd.wav if ($2 == toy) MPSENDFDS snda mtudsgn_dsgn0289i1gbmg_snd.wav if ($2 == hehe) MPSENDFDS snda mtudsgn_dsgn0377a1gbmg_snd.wav if ($2 == haha) MPSENDFDS snda laugh1.wav if ($2 == left) MPSENDFDS snda lefty1.wav if ($2 == jerks) MPSENDFDS snda m11dsgn_dsgn0104r1gbmg_snd.wav if ($2 == kills) MPSENDFDS snda m00avis_kick0030i1moac_snd.wav if ($2 == ^^) MPSENDFDS snda m00avis_kifi0021i1ccsf_snd.wav if ($2 == waiting) MPSENDFDS snda m11dsgn_dsgn0069i1mbpt_snd.wav if ($2 == haveya) MPSENDFDS snda m11dsgn_dsgn0073i1mbpt_snd.wav if ($2 == tt) MPSENDFDS snda m00mstm_kill0013i1gbrs_snd.wav if ($2 == bwahaha) MPSENDFDS snda m00asqr_kill0019i1mbrs_snd.wav if ($2 == death) MPSENDFDS snda m00avis_kick0030i1moac_snd.wav if (n00b isin $2-) MPSENDFDS snda m00asqr_kill0018i1mbpt_snd.wav if ($2 == coffee) MPSENDFDS snda m00gnod_gcon0041i3nbmg_snd.wav if ($2 == squirrel) MPSENDFDS snda m00asqr_kill0034i1gbmg_snd.wav if ($2 == sit) MPSENDFDS snda m00bnsn_kill0053i1gbmg_snd.wav if ($2 == ask) MPSENDFDS snda m00ccck_kitb0029i1gbmg_snd.wav if ($2 == die) MPSENDFDS snda m00decx_004in_nsrs_snd.wav if ($2 == fun) MPSENDFDS snda m00gbmg_sfcx0001i1gbmg_snd.wav if ($2 == hunt) MPSENDFDS snda m00gbmg_sfsx0001i1gbmg_snd.wav if ($2 == medic) MPSENDFDS snda m00ffire_003in_gemg_snd.wav if ($2 == run) MPSENDFDS snda m00decx_010in_nbft_snd.wav if ($2 == daddy) MPSENDFDS snda mtudsgn_dsgn0320a1gbmg_snd.wav if ($2 == shoot) MPSENDFDS snda mxxdsgn_dsgn029i1gbmg_snd.wav if ($2 == stfu) MPSENDFDS snda mxxdsgn_dsgn010i1gbmg_snd.wav if ($2 == burn) MPSENDFDS snda m00decx_009in_neft_snd.wav if ($2 == boink) MPSENDFDS snda m00bnss_kill0053i1gbmg_snd.wav if ($2 == more?) MPSENDFDS snda m00ccck_kitb0029i1gbmg_snd.wav if ($2 == nonono) MPSENDFDS snda m00gbrs_stoc0001i1gbrs_snd.wav if ($2 == moo) MPSENDFDS snda amb_cow1.wav if ($2 == cya) MPSENDFDS snda m00bnol_kill0054i1gbmg_snd.wav if ($2 == gg) MPSENDFDS snda m00bncy_kill0054i1gbmg_snd.wav if ($2 == lucky) MPSENDFDS snda m00gnod_kill0037r1nbft_snd.wav if ($2 == buuurn) MPSENDFDS snda m00decx_007in_neft_snd.wav if ($2 == urdead) MPSENDFDS snda l02b_02_hav02.wav if ($2 == finally) MPSENDFDS snda m00gsmg_atoc0001i1gsmg_snd.wav if ($2 == strike) MPSENDFDS snda m00gsrs_kill0029i1nbft_snd.wav if ($2 == wasted) MPSENDFDS snda m00gsrs_kiov0016i1nbft_snd.wav if ($2 == present) MPSENDFDS snda bombit1.wav if ($2 == pray) MPSENDFDS snda m11dsgn_dsgn0073i1mbpt_snd.wav if ($2 == noes) MPSENDFDS snda m00gcc3_sftd0001i1gcc3_snd.wav if ($2 == boo) MPSENDFDS snda m00kimd_001in_neft_snd.wav if ($2 == udie) MPSENDFDS snda m00gcf1_decx0001i1gcf1_snd.wav if ($2 == better) MPSENDFDS snda l08b_03_pet01.wav if ($2 == hide) MPSENDFDS snda m00mbpt_hesx0001i1mbpt_snd.wav if ($2 == help) MPSENDFDS snda m00gbrs_hftd0001i1gbrs_snd.wav if ($2-3 == i smell)MPSENDFDS snda m00avis_kifi0020i1nctk_snd.wav if ($2 == idiot) MPSENDFDS snda m00mbpt_poco0001i1mbpt_snd.wav if ($2 == amateur) MPSENDFDS snda m00bntu_kill0040i1gcm1_snd.wav if ($2 == painless) MPSENDFDS snda m00mbpt_heax0001i1mbpt_snd.wav if ($2 == hide) MPSENDFDS snda m00mbpt_hesx0001i1mbpt_snd.wav if ($2 == bonus) MPSENDFDS snda m00avis_kick0036i1nemg_snd.wav if ($2 == yourmine) MPSENDFDS snda m00mbpt_sfcx0001i1mbpt_snd.wav if ($2 == eye) MPSENDFDS snda m03dsgn_dsgn0005r1gbmg_snd.wav if ($2 == pizza) MPSENDFDS snda m01eval_dsgn0253r1gbmg_snd.wav if ($2 == dangerous) MPSENDFDS snda i_am_dangerous.wav if ($2 == owned) MPSENDFDS snda owned.wav if ($2 == godlike) MPSENDFDS snda godlike.mp3 if ($2 == papa) MPSENDFDS snda come_to_papa.wav if ($2 == spree) MPSENDFDS snda killingspree.mp3 if ($2 == unstoppable) MPSENDFDS snda unstoppable.mp3 if ($2 == camping) MPSENDFDS snda camping_hostages.wav if ($2 == hiding) MPSENDFDS snda where_are_you_hiding.wav if ($2 == hosty) MPSENDFDS snda hosty_down.wav if ($2 == hitm) MPSENDFDS snda they_never_knew_what_hit_them.wav if ($2 == ?turret) MPSENDFDS msg Turrets cost 1000$ Type !buy turret to deploy them if ($2 == ?buy) MPSENDFDS msg Type !buy <preset> to place a cannon(500), samsite(800), turret(1000) or guntower(2000) if ($2-4 == ownedm) MPSENDFDS snda we_owned_them.wav if (($2-3 == very nice) || ($2 == vnice)) MPSENDFDS snda very_nice.wav if ($2 == rank) MPSENDFDS snda m00ggdi_gcon0027r1gsrs_snd.wav if ($2 == down) MPSENDFDS snda m10dsgn_dsgn0012r1gbmg_snd.wav if ($2 == blabla) MPSENDFDS snda mxxdsgn_dsgn011i1gbmg_snd.wav if ($2 == kanelives) MPSENDFDS snda mxxdsgn_dsgn0024i1evan_snd.wav if ($2 == sweetheart) MPSENDFDS snda M06DSGN_DSGN0127R1GBMG_SND.wav if ($2 == fillme) MPSENDFDS snda M06DSGN_DSGN234A1GBMG_SND.wav if ($2 == hero) MPSENDFDS snda M01DSGN_DSGN0292I1GCP1_SND.wav if ($2 == glad) MPSENDFDS snda M01DSGN_DSGN0293I1GCP1_SND.wav if ($2 == tag) MPSENDFDS snda m01gemg_dsgn0103i1gbmg_snd.wav if ($2 == witch) MPSENDFDS snda M02DSGN_DSGN0129R1GBMG_SND.wav if ($2 == stuffyou) MPSENDFDS snda M04DSGN_DSGN0061A1NOMG_SND.wav if ($2 == diat) MPSENDFDS snda M04DSGN_DSGN0082R1NEMG_SND.wav if ($2 == sleep) MPSENDFDS snda M05DSGN_DSGN0068I1NBFT_SND.wav if ($2 == board) MPSENDFDS snda M05DSGN_DSGN0069I1NBFT_SND.wav if ($2 == bleed) MPSENDFDS snda M05DSGN_DSGN0070I1NBFT_SND.wav if ($2 == gunlaws) MPSENDFDS snda M05DSGN_DSGN0102I1GBMG_SND.wavv if ($2 == badluck) MPSENDFDS snda M05DSGN_DSGN0103I1GBMG_SND.wav if ($2 == missedme?) MPSENDFDS snda M05DSGN_DSGN0104I1GBMG_SND.wav if ($2 == blast) MPSENDFDS snda M05DSGN_DSGN0133I1GSRS_SND.wav if ($2 == fish) MPSENDFDS snda M05DSGN_DSGN0167R1GBMG_SND.wav if ($2 == cowards) MPSENDFDS snda M07DSGN_DSGN0040I1GCF1_SND.wav if ($2 == dienod) MPSENDFDS snda mM07DSGN_DSGN0039I1GCM2_SND.wav if ($2 == humor) MPSENDFDS snda M08DSGN_DSGN0003A1NBMG_SND.wav if ($2 == heylook) MPSENDFDS snda M08DSGN_DSGN0007I1GBMG_SND.wav if ($2 == what?) MPSENDFDS snda M10DSGN_DSGN0027A1GBMG_SND.wav if ($2 == likeit) MPSENDFDS snda M10DSGN_DSGN0048R1GBMG_SND.wav if ($2 == sayno) MPSENDFDS snda M11DSGN_DSGN0074R1GBMG_SND.wav if ($2 == dobedo) MPSENDFDS snda mxxdsgn_dsgn0027i1nemg_snd.wav if ($2 == hopon) MPSENDFDS snda m00vnst_aqob0007i1gors_snd.wav if ($2 == fun) MPSENDFDS snda mxxdsgn_dsgn0026i1evag_snd.wav if ($2 == warms) MPSENDFDS snda m00ccck_kifi0011i1gsrs_snd.wav if ($2 == kanelives) MPSENDFDS snda mxxdsgn_dsgn0026i1evag_snd.wav if ($2 == stayout) MPSENDFDS snda m00ccfm_ctor0001i1ccfm_snd.wav if ($2 == randy) MPSENDFDS snda m00ggdi_gcon0023i3gsrs_snd.wav if ($2 == doom) MPSENDFDS snda m00ggdi_gcon0025a2gsrs_snd.wav if ($2 == flameon) MPSENDFDS snda m00avis_kifi0035i1gbrs_snd.wav if ($2 == beerpls) MPSENDFDS snda m00ggdi_gcon0033i1gbmg_snd.wav if ($2 == warpls) MPSENDFDS snda m00ggdi_gcon0041i1gbmg_snd.wav if ($2 == shootmore) MPSENDFDS snda m00ggdi_kill0009r3gomg_snd.wav if ($2 == bringit) MPSENDFDS snda m00prkv_aqob0002i1gbmg_snd.wav if ($2 == rocknroll) MPSENDFDS snda m00vnst_aqob0044i1gbmg_snd.wav if ($2 == shootpls) MPSENDFDS snda m02dsgn_dsgn0071r1gbmg_snd.wav if ($2 == stupid?) MPSENDFDS snda m02dsgn_dsgn0157r1gbmg_snd.wav if ($2 == comegetsome) MPSENDFDS snda m06dsgn_dsgn221i1gbmg_snd.wav if ($2 == getsome) MPSENDFDS snda m06dsgn_dsgn222i1gbmg_snd.wav if ($2 == heykids) MPSENDFDS snda mxxdsgn_dsgn024i1gbmg_snd.wav if ($2 == sexy) MPSENDFDS snda mxxdsgn_dsgn016i1gbmg_snd.wav if ($2 == nodwins) MPSENDFDS snda mxxdsgn_dsgn0045i1evag_snd.wav if ($2 == all?) MPSENDFDS snda m05dsgn_dsgn0067i1nbft_snd.wav if ($2 == onevision) MPSENDFDS snda m00mbpt_pori0001i1mbpt_snd.wav if ($2 == oneforkane) MPSENDFDS snda m00bmsf_kill0025i1nors_snd.wav if ($2 == rundog) MPSENDFDS snda m00gsrs_kisq0013i1nsmg_snd.wav if ($2 == forkane) MPSENDFDS snda m00gsrs_kisq0012i1nscw_snd.wav if ($2 == bykane) MPSENDFDS snda m00gsrs_kiov0014i1nsrs_snd.wav if ($2 == nopain) MPSENDFDS snda m00gsrs_kiov0013i1nsmg_snd.wav if ($2 == fight?) MPSENDFDS snda m00gsrs_kiam0017i1nbrs_snd.wav if ($2 == getthemboys) MPSENDFDS snda m00gnod_secx0041i3nbmg_snd.wav if ($2 == wrong?) MPSENDFDS snda m00gnod_kill0028i2nsss_snd.wav if ($2 == glory) MPSENDFDS snda m00gnod_kill0013i3nscw_snd.wav if ($2 == nodglory) MPSENDFDS snda m00gnod_kill0013i2nsss_snd.wav if ($2 == teamwork) MPSENDFDS snda m00gnod_kill0005a2neen_snd.wav if ($2 == comingforyou) MPSENDFDS snda m00gnod_hesx0003i3neft_snd.wav if ($2 == getcoffeepls) MPSENDFDS snda m00gnod_gcon0041i3nbmg_snd.wav if ($2 == battleplan?) MPSENDFDS snda m00gnod_gcon0031i1nbft_snd.wav if ($2 == wraft) MPSENDFDS snda m00avis_kifi0015i1nsrs_snd.wav if ($2 == fire?) MPSENDFDS snda m00avis_kifi0012i1nors_snd.wav if ($2 == burnpls) MPSENDFDS snda m00avis_kifi0007i1neen_snd.wav if ($2 == burningtime) MPSENDFDS snda mxxdsgn_dsgn0096i1neft_snd.wav if ($2 == warmfire?) MPSENDFDS snda m00avis_kifi0008i1neft_snd.wav if ($2 == hot?) MPSENDFDS snda m00decx_004in_mstm_snd.wav if ($2 == burnem) MPSENDFDS snda m00itoc_005in_neft_snd.wav if ($2 == blastem) MPSENDFDS snda m00itoc_005in_ners_snd.wav if ($2 == urdeadlol) MPSENDFDS snda m00itoc_002in_nsss_snd.wav if ($2 == haveyounow) MPSENDFDS snda m00itoc_001in_nsrs_snd.wav if ($2 == readytodie?) MPSENDFDS snda m00stoc_009in_nscw_snd.wav if ($2 == cry) MPSENDFDS snda m00decx_009in_nemg_snd.wav if ($2 == food) MPSENDFDS snda m00gnod_gcon0013i2nsrs_snd.wav if ($2 == orders?) MPSENDFDS snda m00gnod_gcon0031i2nbrs_snd.wav if ($2 == funboy?) MPSENDFDS snda m00gnod_gcon0033i3nbmg_snd.wav if ($2 == rushem?) MPSENDFDS snda m00gnod_hesx0005a2ners_snd.wav if ($2 == goodkd) MPSENDFDS snda m00gnod_secx0009r3nors_snd.wav if ($2 == kissies) MPSENDFDS snda m00nbmg_decx0001i1nbmg_snd.wav if ($2 == likeme?) MPSENDFDS snda m00nbmg_dfax0001i1nbmg_snd.wav if ($2 == shy?) MPSENDFDS snda m00nbmg_heax0001i1nbmg_snd.wav if ($2 == amcoming!) MPSENDFDS snda m00nbmg_hftd0001i1nbmg_snd.wav if ($2 == playtime) MPSENDFDS snda m00nbmg_rtoc0001i1nbmg_snd.wav if ($2 == scared?) MPSENDFDS snda mxxdsgn_dsgn0121i1nomg_snd.wav if ($2 == mercy?) MPSENDFDS snda mxxdsgn_dsgn0009i1nemg_snd.wav if ($2 == gdimag) MPSENDFDS snda m00kill_002in_mstm_snd.wav if ($2 == mag) MPSENDFDS snda m00decx_001in_nbft_snd.wav if ($2 == where?) MPSENDFDS snda mxxdsgn_dsgn0123i1nomg_snd.wav if ($2 == wherecoward?) MPSENDFDS snda mxxdsgn_dsgn0122i1nomg_snd.wav if ($2 == frosty) MPSENDFDS snda mxxdsgn_dsgn0085i1nomg_snd.wav if ($2 == smell) MPSENDFDS snda mxxdsgn_dsgn0061i1nomg_snd.wav if ($2 == urstupid) MPSENDFDS snda mxxdsgn_dsgn028i1gbmg_snd.wav if ($2 == sitdown) MPSENDFDS snda mxxdsgn_dsgn026i1gbmg_snd.wav if ($2 == bodybag) MPSENDFDS snda mxxdsgn_dsgn0013i1nomg_snd.wav if ($2 == aww!) MPSENDFDS snda mxxdsgn_dsgn001i1gbmg_snd.wav if ($2 == standing) MPSENDFDS snda mx0_trooper1_98.wav if ($2 == close) MPSENDFDS snda mx0_rockettrooper_alt17.wav if ($2 == uidiot) MPSENDFDS snda mx0_gditrooper1_alt03.wav if ($2 == pinned) MPSENDFDS snda mx0_gditrooper1_alt01.wav if ($2 == wow!) MPSENDFDS snda mx0_gditrooper1_175.wav if ($2 == holycow) MPSENDFDS snda mx0_gditrooper1_174.wav if ($2 == thatrocks) MPSENDFDS snda mx0_gditrooper1_140.wav if ($2 == omgagg) MPSENDFDS snda mx0_gdireconleader_018.wav if ($2 == fancypants?) MPSENDFDS snda mtudsgn_dsgn0376a1gcls_snd.wav if ($2 == filth) MPSENDFDS snda m00asqr_kill0010i1gsmg_snd.wav if ($2 == pain) MPSENDFDS snda m00avis_kick0035i1neft_snd.wav if ($2 == staydown) MPSENDFDS snda m00avis_kiov0036i1gctk_snd.wav if ($2 == nofights) MPSENDFDS snda m00bnaf_kill0053i1gbmg_snd.wav if ($2 == vitimins) MPSENDFDS snda M00DECX_002IN_NSCW_SND.wav if ($2 == dance) MPSENDFDS snda M00GBMG_DECX0003I1GBMG_SND.wav if ($2 == sorry) MPSENDFDS snda M00STOI_001IN_NEFT_SND.wav if ($2 == agg!) MPSENDFDS snda M00GCIM_ATOC0001I1GCIM_SND.wav if ($2 == obi sucks) MPSENDFDS snda M00GGDI_GCON0023I2GSMG_SND.wav if ($2 == morekillspls) MPSENDFDS snda M00GGDI_HESX0014R3GSEN_SND.wav if ($2 == incoming!) MPSENDFDS snda M00GGDI_HESX0018I3GOMG_SND.wav if ($2 == massacre) MPSENDFDS snda M00GGDI_HESX0019R3GERS_SND.wav if ($2 == spidey) MPSENDFDS snda M00GGDI_HESX0036I3GSRS_SND.wav if ($2 == popsguns) MPSENDFDS snda M00GGDI_HESX0044R3GBMG_SND.wav if ($2 == amgood) MPSENDFDS snda M00GGDI_KILL0001I3GERS_SND.wav if ($2 == gj) MPSENDFDS snda M00GGDI_KILL0002R3GEEN_SND.wav if ($2 == roger) MPSENDFDS snda M00GGDI_SECX0022R3GEMG_SND.wav if ($2 == munchies) MPSENDFDS snda M00GNOD_GCON0001I2NEFT_SND.wav if ($2 == bigheads) MPSENDFDS snda M00GNOD_KILL0002R2NEEN_SND.wav if ($2 == ohpls) MPSENDFDS snda M00GNOD_SECX0045A3NBMG_SND.wav if ($2 == hurryup) MPSENDFDS snda M00GSMG_ATOS0001I1GSMG_SND.wav if ($2 == kaneftw) MPSENDFDS snda M00KILL_007IN_NSMG_SND.wav if ($2 == fallback) MPSENDFDS snda mx0_nodsoldier2_104.wav if ($2 == retreat) MPSENDFDS snda mx0_nodsoldier2_alt01.wav if ($2 == deadgdi) MPSENDFDS snda m00GNOD_KILL0010A1NOMG_SND.wav if ($2 == w00ts) MPSENDFDS snda M00GGDI_KILL0016I3GEMG_SND.wav if ($2 == youknowit) MPSENDFDS snda M00GGDI_HESX0020A1GERS_SND.wav if ($2 == hardwork) MPSENDFDS snda M00GGDI_GCON0022R3GSMG_SND.wav if ($2 == timing) MPSENDFDS snda m01evag_dsgn0269r1gbmg_snd.wav.wav }}on *:text:*:#Mp-Aow-admin:{ %nick = MPAOW if ($inlist($strip($remove($1,),~FMSpacer ~sp4c3r ~FMStrike ~Strike ~zunnie) == 1) { if ($nick == MPAOW) { if ($2 == !boinkmad) { .timer 100 0 MPSENDFDS snda correction_3.wav } } }}

    85 downloads

       (0 reviews)

    0 comments

    Updated

  12. Godmode in Single Player

    This file makes your Havoc invincible in Single Player.
    Place in Data folder.
    Note: Remember to remove from data folder before going to online play or you will not be able to join any servers.

    543 downloads

       (1 review)

    2 comments

    Updated

  13. Hotwire Red Bikini

    A nice skin for Hotwire in a red Bikini

    103 downloads

       (1 review)

    4 comments

    Submitted

  14. Blazea58 Pine Trees

    I've been trying to put together a collection of pine trees for the last few months, for some alpine maps I was working on.
    Figured it would be a good idea to release a pack so people can start adding them to maps they are making, or even revive some old maps by adding them to it.
    Polygon counts are all different ranging from 185-2200. The tallest and bushiest ones are to be used sparsely since they are 2k polygons each.

    146 downloads

       (1 review)

    2 comments

    Submitted

  15. C&C_Node_War

    General Map Information
    Node_War is a Infantry only type of map with a little twist to it.
    You will spawn as a random character on this map, with a higher chance of becoming the lower class characters than the high class $1000 characters.
    There is one Humm-Vee and one Buggy on this map for easy transportation.
    Domination
    The purpose of this map is not to braindead-kill-and-shoot like most Infantry maps. On this map there are "Control Points".
    When your team repairs a Control Point your team gets 1 Capture Point per second per Control Point. When the target of 5000 Capture Points has been reached your team will win.
    Buildings
    Note that although this map is Infantry only and Domination you can STILL destroy buildings here!
    The only advantages of having your buildings alive is that you get a steady money-flow and can change characters at will in your base instead of being stuck with the one you spawn with.
    There is a 'fake' Power Plant on the map, this to prevent the game from ending when both your Infantry Building and Refinery are destroyed, so to win your team must still reach the target capture points of 5000.
    Thanks
    Thanks goes out to Mauler from the TCW Dev Team for the Domination Control Points and their textures.
    =================
    Create your own Domination map
    There are only 5 scripts required on your map for domination to work.
    z_hon_randomchar :
    Changes players characters when they spawn to a random character
    z_hon_dom_control :
    Sets the required amount of Capture Points.
    z_hon_dom_pointgen :
    This script makes sure that captured points generate points for the teams
    z_hon_dom_node :
    Sets the name of the control point and makes it behave like one.
    JFW_Change_Spawn_Character :
    This is needed to change the spawncharacter of players.
    How is it set up?
    1) First you create two temped presets for the GDI and NOD Minigunners and you must call them "GDI_Spawn" and "NOD_Spawn".
    Then on the scripts tab you put the script "z_hon_randomchar" and that's it.
    2) Create a Daves_Arrow on your map and attach the script "JFW_Change_Spawn_Character" on it twice,
    one set with Player_Type 0 & NOD_Spawn as Character. And one set with Player_Type 1 and Character set to GDI_Spawn.
    3) Create another Daves_Arrow and put the script "z_hon_dom_control" on it with Points_Max set to the number of Capture Points required to win the game.
    4) Create a new strings category using tdbedit.exe into strings.tdb
    You can find this file in your leveledit mod folder in ALWAYS\TranslationDB
    5) In Leveledit goto Strings->Edit Table and scroll to the right and select the category you added in step 4.
    There double click on an empty line to add a new string translation. Here you can now give your first Control Point its name.
    Code ID: IDS_DOM_North with String: North Control Point
    6) Now temp the preset under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Dom_North_Point and set its translated preset name to your IDS_DOM_North Set the Physics Models to dom_node.w3d(big version) or dom_node_s.w3d(small version).
    Its Health should be 2 and MaxHealth like 300 and CNCMCTSkin as its skintype.
    7) "Make" the control point on your map and position it. Now save your level "AS" C&C_Mymap.lvl and create a mix file using XCC mixer.
    Also include a strings.tdb which you RENAME TO strings_map.tdb.
    Then you *should* be able to capture the CP and gain points.
    The scripts will automatically spam the players a bit every minute or so with what the current score it at.

    178 downloads

       (0 reviews)

    0 comments

    Submitted

  16. C&C_Fusion

    A great map (or mini-mod) made by roszek with Generals Buildings and Units.

    238 downloads

       (1 review)

    1 comment

    Submitted

  17. C&C_Temple

    ========================
    ==C&C_Temple.mix==
    ========================
    Gametype: AOW
    Size: Large (45+ Player accommodation)
    Version: 1.0
    Created: Mauler
    Desert warfare at the foot of the great pyramids of egypt.
    =====================
    =Changelist/Features=
    =====================
    - CnC Mode
    - Rotable MRLS Turret
    - Ramjet Rifle ammo decreased to 1 clip rounds
    - CnC Crate Spawner for (serverside mods) x3
    - CnC Weapon Spawners x4
    =================================
    =Special Notes For Server Owners=
    =================================
    There is a C&C_Temple.ldd in the rar and this should be placed in the Server Data folder.
    This is to fix the Mammoth Tank purchases at the Weapons Factory which i discovered was bugged.
    Do not use the file on your client as 4.0 servers will block your connection then.

    223 downloads

       (0 reviews)

    0 comments

    Updated

  18. C&C_Tib_Field

    The files below were removed with permission from Taz's C&C_Grand_Canyon.mix credit for these textures go to him.
    Note: I modified the first four textures and renamed them by adding junk at the end of the name.
    Also Note: That the buildings(the ones that you can not enter) on the field were downloaded as free assets from the internet.
    mjf_grass.tga
    mjf_tiberium.tga
    mjf_dirt.tga
    tiberium.tga
    dsp_lightpost2.tga

    206 downloads

       (0 reviews)

    0 comments

    Updated

  19. C&C_Bridge_Control

    General Map Information
    Bridge_Control is based on the other Bridge_Control map from Tiberium Crystal War.
    It is a fast action paced map with only two buildings per team:
    GDI: Weapons Factory and Infantry Barracks
    Nod: Airstrip and Hand of Nod
    There are also Tiberium Silo's providing the teams with money, 2 on each team giving each $5/3sec. Beware that one of your silo's is very vulnerable in the middle area and is likely destroyed at the start of the map.
    Don't worry though, you have another one behind your Infantry Building, and on top of that you can repair the silo's back to full health after which they become operational again.
    The Tiberium Silo's do not have to be destroyed to end the game, so it never ends in a stalemate Silo vs Silo
    The ruined buildings were created by Hunter-Seeker and weapons spawn inside it!
    The crane was created by ImperialKaskins. You can climb all the way to the top and get the sniperrifle that spawns there
    The appartment buildings at the side of the map were also created by ImperialKaskins and are a nice decorative touch.
    The trees on the map were designed by Blazea58
    Have fun people

    187 downloads

       (0 reviews)

    0 comments

    Submitted

  20. C&C_Winter_Under

    After seeing Maulers winter field I thought I would get out the RxD Under map. Made back in 2005. Ah I miss those days.
    ========================
    ==C&C_Winter_Under.mix==
    ========================
    Gametype: AOW
    Version: 1.0
    Created: gen_blacky -- RxD Dev Team
    C&C_Under in snowy conditions
    =====================
    =Changelist/Features=
    =====================
    - New Ambient Sounds
    - Crate and Weapon Spawner
    - Weapon Spawner has all weapons besides beacons and timed x2
    - Stole Maulers Readme XD

    215 downloads

       (0 reviews)

    Submitted

  21. C&C_Winter_Field

    ========================
    ==C&C_Winter_Field.mix==
    ========================
    Gametype: AOW
    Size: Large (45+ Player accommodation)
    Version: 1.0
    Created: Mauler -- Addition Files: Blazea58
    C&C_Field set in winter conditions
    =====================
    =Changelist/Features=
    =====================
    - CnC Mode
    - Rotable MRLS Turret
    - Ramjet Rifle ammo decreased to 1 clip rounds
    - CnC Crate Spawner for (serverside mods)
    - VIS system in place, for maximum performance

    249 downloads

       (0 reviews)

    0 comments

    Updated

  22. C&C_Whoreglass

    General Map Information
    A nice map somewhat inspired by Hourglass
    Four ways to get into the enemy base and a tunnel.
    The map has 3 Tiberium Silo's per team and there is no Refinery but instead there are 2 Power Plants on this map.
    We had lots of great games on this one.

    194 downloads

       (0 reviews)

    0 comments

    Submitted

  23. C&C_Tropical

    General Map Information
    A very kickass map by zunnie and mauler with a Tropical touch to it. Lots of trees and bushes and cliffsand.
    Map has a Aircraft Carrier in the center of map which has a Control Point which can be repaired to gain control over the Carrier.
    When your team repaired the Control Point the Carrier will be yours and Orca's or Apache spawn on top of it.
    To get on top of the carrier you need to walk over the bridge till you see a Roster on the side, there you can climb up.
    When the Control Point is destroyed by the enemy you can no longer refill your Heli's until you re-capture the Control Point.
    The Aircraft Carrier cannot be killed, to stop enemy helicopters you will need to destroy the Control Point.
    Other than the above this is a regular AOW map which a very nice touch to it.

    131 downloads

       (0 reviews)

    0 comments

    Submitted

  24. C&C_TheCanyon

    General Map Information
    Ever since 4.0 came out, Blazea58's wanted to create some C&C mode maps.
    He decided he would create a small infantry map, somewhat like C&C_Sand or C&C_Gobi, though one that has more then two direct entrances into the bases.
    Editor map Setup and Scripting work was done by zunnie.
    This map has four ways into the bases, and two spots for snipers to perch from as well, overlooking each base.
    The bases are only seperated by a thin mountain, and a tunnel which you can use to quickly get there.
    Then there is two large paths around the outside of the bases, and an underground tunnel which goes directly into each base.
    There are Cannon- and GunEmplacements available in base.
    The base tunnels are protected by Ceiling Guns and the main base area by three Gun Towers.
    There is one Nod Buggy and one GDI Hummvee on the map.
    The Tiberium Silo's grant $5 every 3 seconds. They take 3 Timed C4's to be destroyed and you can repair them back to full health again after which they team to the team that repaired it and grant them money again.
    The Tiberium Silo's do not count as an actual building and it is not required to destroy them to win the game.
    The Buggy and Hummvee can have 1 driver and 2 passengers.
    Known Issues: The Tiberium Silo's will not be killed by beacons due to an engine limitation and the way they are setup.
    Greetz Blazea58 & zunnie

    196 downloads

       (0 reviews)

    0 comments

    Updated

  25. C&C_Hon_DM

    General Map Information
    Hon_DM is a deathmatch type of map with a little twist to it.
    You will spawn as a random character on this map, with a higher chance of becoming the lower class characters than the high class $1000 characters.
    The map is based around a Single Player Hand of Nod building with a huge interior with elevators and everything.
    Domination
    The purpose of this map is not to braindead-kill-and-shoot like most Deathmatch maps. On this map there are 9 "Control Points".
    When your team repairs a Control Point your team gets 1 Capture Point per second per Control Point. When the target of 5000 Capture Points has been reached your team will win.
    Thanks
    Thanks goes out to Mauler from the TCW Dev Team for the Domination Control Points and their textures.
    Also thanks goes out to Aircraftkiller for releasing the Single Player Hand of Nod which is featured on this map.
    The grass texture was also created by Aircraftkiller, i believe i ripped it from his Golf_Course map or something, can't remember lol.
    ----------------------------
    Create your own Domination map
    There are only 5 scripts required on your map for domination to work.
    z_hon_randomchar :
    Changes players characters when they spawn to a random character
    z_hon_dom_control :
    Sets the required amount of Capture Points.
    z_hon_dom_pointgen :
    This script makes sure that captured points generate points for the teams
    z_hon_dom_node :
    Sets the name of the control point and makes it behave like one.
    JFW_Change_Spawn_Character :
    This is needed to change the spawncharacter of players.
    How is it set up?
    1) First you create two temped presets for the GDI and NOD Minigunners and you must call them "GDI_Spawn" and "NOD_Spawn".
    Then on the scripts tab you put the script "z_hon_randomchar" and that's it.
    2) Create a Daves_Arrow on your map and attach the script "JFW_Change_Spawn_Character" on it twice,
    one set with Player_Type 0 & NOD_Spawn as Character. And one set with Player_Type 1 and Character set to GDI_Spawn.
    3) Create another Daves_Arrow and put the script "z_hon_dom_control" on it with Points_Max set to the number of Capture Points required to win the game.
    4) Create a new strings category using tdbedit.exe into strings.tdb
    You can find this file in your leveledit mod folder in ALWAYS\TranslationDB
    5) In Leveledit goto Strings->Edit Table and scroll to the right and select the category you added in step 4.
    There double click on an empty line to add a new string translation. Here you can now give your first Control Point its name.
    Code ID: IDS_DOM_North with String: North Control Point
    6) Now temp the preset under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Dom_North_Point and set its translated preset name to your IDS_DOM_North Set the Physics Models to dom_node.w3d(big version) or dom_node_s.w3d(small version).
    Its Health should be 2 and MaxHealth like 300 and CNCMCTSkin as its skintype.
    7) "Make" the control point on your map and position it. Now save your level "AS" C&C_Mymap.lvl and create a mix file using XCC mixer.
    Also include a strings.tdb which you RENAME TO strings_map.tdb.
    Then you *should* be able to capture the CP and gain points.
    The scripts will automatically spam the players a bit every minute or so with what the current score it at.

    179 downloads

       (1 review)

    0 comments

    Submitted

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