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zunnie

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Files posted by zunnie

  1. Coop & Art of Defense Mappack 1

    This mappack contains a bunch of maps designed for Coop and/or Art of Defense.
    The maps are supposed to be played against scripted computer controlled opponents and in most cases are scripted.
     
    The zip contains an installation file that will install into your CnC 3 Tiberium Wars Maps folder directly.
    Do not change the destination folder unless you know what you are doing and it is required.
     
    Maps in this package:
    AOD_canyon_storm_(v1)
    3v5_Smok@lot_CompStomp_v1.1
    Art_of_defence_-_avatar_invasion_v1.05
    Art_of_Defense_-_Forest_assault_v1
    art_of_defense_-_last_stand_v1.0
    Art_of_Defense_-_Tiberium_grounds_v1_1
    Centralized
    Incoming-=AOD=-
    Mission_under_high_voltage
    Ring_Of_Death(Metal)
    SarajevoRedZone
    VonBing's_Pain_Harbor
    Zunnie_3vs5_Co-op_V5_NoSW
     
    P.S. Always wanted to play TW in an First/Third Person Setting? Download this:
     

    3796 downloads

       (1 review)

    0 comments

    Updated

  2. Mountain Assault

    Blue Zone scenario for 2 players (1vs1) with enough Tiberium for bigger battles. The Mountains in the middle of the map avoid brainless spamming of units
    This map was generated using the tutorial from Dudley available at http://multiplayerforums.com/index.php?/topic/1099-worldbuilder-tutorial-for-command-and-conquer-3-tiberium-wars/

    322 downloads

       (1 review)

    0 comments

    Updated

  3. Pipeline Problems

    This is Pipline Problems 2v2. AI is enabled

    193 downloads

       (1 review)

    0 comments

    Submitted

  4. Zunnies 3v5 Coop V5 NoSW

    This is a 3 Human Players versus 5 CPU Players map.
    There is a Research Lab controlled by Player 1 (Bottom left start position) which must be protected at all cost.
    The CPU players will not specifically target this building though, but once they spot it, and they will, they will
    attempt to destroy it. You will lose the game when it is destroyed.
    There are several Tiberium Spikes on this map and a capturable Ion Cannon Center and a Temple of Nod.
    Note though that you nor the cpu will be able to BUILD superweapons. Furthermore there is a EMP center in the center
    of the map.
    Plenty of green and blue tiberium as well.

    1287 downloads

       (2 reviews)

    0 comments

    Submitted

  5. Teleport Tubes

    Laeubi: All models are ready to use, you just need to add them to your map (on a flat surface).
    Since the last version I have optimised the texture sizes and material types in other words you get better FPS. and replaced 'n_ped.tga' with 'n_pedpmc.tga' texture
    zunnie: For a nice tutorial to use teleporters on your map please see this topic.

    117 downloads

       (1 review)

    0 comments

    Updated

  6. 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

  7. 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

  8. 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

  9. 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.

    799 downloads

       (0 reviews)

    0 comments

    Updated

  10. 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

    343 downloads

       (0 reviews)

    1 comment

    Updated

  11. 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

  12. Tiberian Technologies Update

    Install this AFTER you update your game to 1.037!
    The client patch with the TT scripts. Adds a whole lot of new things like automatic map downloader and seriously improved anti-cheat measures. The installer removes old scripts installations and other mods like RR, because these are incompatible with TT, due to various technical difficulties. Don't worry though; most features of those are also included in the TT scripts.
     

    New in 4.2:
    Client side support for reviving dead buildings. New console commands revivebuildingbytype, revivebuildingbypreset, revivebuildingbyname, and revivebuildingbyid, and new engine function BuildingGameObj::On_Revived that support building revival. New engine call Grant_Weapon which grants an object a weapon without needing a powerup. New engine call Get_Animation_Target_Frame that gets the target frame of an animation which is generally the "end frame" passed to Commands->Set_Animation. New scripts for TSR Veterancy work JFW_Deployable_Vehicle, JFW_Veteran_Weapon, JFW_Veteran_Weapon_Deploy, JFW_Veteran_Armor, JFW_Veteran_Armor_Deploy, JFW_Mech, JFW_Deployable_Mech, JFW_Veteran_Help_Text, JFW_Limited_Jetpack_Timer, JFW_Veteran_Model, JFW_Veteran_Custom, JFW_Veteran_Weapon_NoSwitch, JFW_Veteran_Weapon_Switch (unless you are working with dp88_veterancyUnit you dont want these scripts) New scripts JFW_Ion_Storm_3, JFW_Sabotage_Beacon_Layer, JFW_Sabotage_Beacon_Zone, JFW_Sabotage_Beacon. Various changes (new scripts, bug fixes, improvements) to Jerads scripts Add a new mix file creating function BuildMixFile to MixFileFactoryClass.cpp (its loosely based on what makemix.exe does and was written as part of some "mix file patcher" code I wrote for the new launcher the APB guys are doing) Players will no longer get stuck in ghost collision after exiting a ladder. Players will now detonate proximity C4 while on ladders. New engine calls Lock_Soldier_Collision_Group and Unlock_Soldier_Collision_Group which locks which collision group a solder will use or clears the lock. Add new SoldierFlySpeed setting under "global settings-general" in LE that will allow you to have a different speed for flying infantry than the default running speed (just as with walking speed and crouch speed) New engine calls Set_Object_Visibility_For_Player and Set_Object_Visibility which allow you to have per-player visibility for objects (Set_Object_Visibility_For_Player sets the visibility for just one player, Set_Object_Visibility sets it for all players) Make lsdview work again Fix player names sometimes not being visible when a player first joins a game. Fix a crash caused when a refinery building controller class is deleted but the harvester still exists (this only happens on map shutdown/game exit, not when the refinery building itself is destroyed) Fix some issues related to the downward tilt that happens when you reload (including an issue where you could shoot the ground if you are holding down the fire button when your reload completes) Add a fix to vehicles so that vehicles set up with projectile physics (used for certain special things in Tiberian Sun Reborn) will correctly stop moving when they are thrown to the ground Make the UseExtraPTPages tt.ini setting usable in the per-map tt.ini files. Add a new engine call Get_Damage_Is_Explosion that will return true if the damage is comming from an explosion, false otherwise. A bunch of fixes to bugs and issues in various dp88_xxx scripts New script dp88_CreateAttachedObject New script JFW_Vehicle_Crate Fixes to JFW_Medic_Beacon Fixes to JFW_Per_Preset_Visible_Person_In_Vechicle, JFW_Per_Preset_Visible_People_In_Vechicle and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle so that the visible person objects will be properly made invisible if the vehicle is stealthed. Fix to Reborn_IsMech so that when certain units are being delivered, the legs dont animate Remove some obsolete scripts created by Saberhawk. New script SH_ResetDoorKeysOnCreated which will let you clear out the door keys held by a soldier when they re-spawn and issue them with specific keys. Add a "Lock Vehicle Camera To Turret" checkbox to wwconfig.exe New engine call Change_String_Player which changes a specific strings.tdb entry for a specific client (the string table reloads on map change so the changed strings get reset) New engine call Force_Position_Update which forcibly updates the position of an object for all clients. Fixes to ring and sphere primitives (this fixes glitches with the ion cannon animation for example) Add special logic so that objects of type "simple" with "projectile" physics get their position and velocity sent over the network (allows you to have scripts that "throw" something like it was a piece of C4 and have the projectile code handle flying through the air and landing) New scripts JFW_EMP_Mine_Manager_2 and JFW_Spawn_Projectile_Death. Fix a bug with Superweapon building controllers Fix some issues with special-case code for bump-maps so that they get loaded identically to stock again. New engine call Get_Random_Pathfind_Spot which is used to find a random spot via the pathfinding code Fix a crash caused when an AI soldier enters a vehicle New engine call Set_HUD_Help_Text_Player_Text Re-read the team names from strings.tdb on map load (that way maps with custom strings files that change the team name will work properly) Small fix to some texture mapper related code Add a change such that putting "Prelit=false" into the user text of a mesh will cause the default "bumpmapped meshes don't get vertex solve" code to not run (i.e. you put it there if you know that you have the right settings on your bumpmapped mesh and it wont screw up when you run vertex solve on it) Fix an issue with the text in w3dviewer.exe New scripts JFW_Medic_Beacon and JFW_Medic_Beacon_Layer Fix so that the per-map ini files work correctly if you are using the -map command line option to load the map New script JFW_Ion_Storm_2 Fix some sound related issues with JFW_Ion_Lightning, JFW_Vehicle_Weapon_Switcher, Reborn_IsDeployableMech, Reborn_IsDeployableTank, Reborn_IsDeployableTank_2, Reborn_IsDeployableTank_3, Reborn_IsDeployableTank_4 and RA_Ore_Truck_2 Removed "This build of Renegade is out of sync with the strings database (strings.tdb). Strings will be incorrect and may cause the game to crash." warning message as the reason the warning existed no longer matters. Fix crash if the game tries to spawn a soldier and cant find a spawner for them (e.g. if you do "team 1 -3" since no team -3 spawner exists) Fix some cases where gun turrets on certain SP maps (the big one on M03, the ones near the research center on M08 and all the turrets on M10) were starting out pointing at the 0,0,0 of the map instead of the correct direction that they should be pointing Fix to the mutant hijacker script so you cant hijack a vehicle that is currently deploying or undeploying Fix so that weapon reloading properly syncs to all clients over the network (including manual reloading by pressing the reload key) Fixes to code for vehicle AI (this affects all ground vehicles as well as the gunboat in the third mission and anything else that doesn't have an "aircraft" vehicle type) Un hard-code the colors used for the win text on the multiplayer win screen dialog via new hud.ini keywords WinScreenGDIColor and WinScreenNodColor New scripts JFW_Spawner_Delay and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle. Fix so that EntryHelpMessage setting on vehicles only displays for the player that entered the vehicle (a bug was causing it to display for everyone) Fix a bug with the sound volume for movies played via the "movie options" dialog Fixes to Reborn_IsDeployableMech Custom per-map load-screen support (now you can have a completly different loadscreen for your map with different text placement and everything). Players with an older scripts build that doesn't have this feature will simply get the stock loadscreen. Per-map sky color overrides (so you can have different sky color/tint on your map, say, a red tint for a Mars map or whatever). Players with an older scripts build that doesn't have this feature will simply get the stock sky colors. New engine call Set_HUD_Help_Text_Player that displays a string as the "HUD Help Text" (the text that appears in the middle of the screen in single player). Yes it does send over the network properly. New script JFW_Set_HUD_Help_Text_Player that uses the new engine call Fixes to w3dlib.dll and altmat.exe. Fix a typo related to loading some registry settings Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in. Fix so that objects with their collision mode in LE set to "KILL" work correctly. Extra debugs for detecting certain kinds of network issues including packets that are too large. New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline) New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. Fix to some issues with certain kinds of texture mappers not rendering properly. Fix some glitches with damageablestatic physics objects Fix an issue that can be caused if you have a TT package containing a dazzle.ini file. Fix some issues with fog. Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj) Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data. Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work. Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed. Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on. Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester. Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances. Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way) Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed. Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy" Improve the randomness of spawn point selection. Improve certain math functions to use SSE (makes it slightly faster) Remove code that generates sysinfo.txt (it couldn't detect modern hardware) Some fixes to the special Mendoza and Raveshaw boss objects. Fix an issue with movies in single player causing a crash Fix an issue with the single player EVA map dialog causing a crash Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone) Fix an issue with radar in single player Fixes to vehicle dazzles to make them work like stock Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options. Improve the randomness of the team remix code New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range. Add a cooldown timer to SH_UndergroundVehicle. Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to) Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off. New script Reborn_IsDeployableTank_4 Various fixes to deployable vehicle scripts Various fixes to the obelisk and AGT scripts including fixes so they wont target AI harvesters. Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees. Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock. Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned. New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%. Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again. Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero. New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom. New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished. New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit. New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead. Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle. Fix a bug with vehicle name display New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds. Constructions yards and various scripts will now treat simple objects with the encyclopedia type "Building" as buildings. Changed default private message color to light blue. Change the mlist console command so it displays all the maps if you don't pass any parameter. Hide dazzles on stealthed vehicles. Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files. Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds. Fixes to how the time limit/time remaining changes get sent over the network so they work better. Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts. Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say. Add an Update_Game_Options engine call to force sending new game options if they have been changed. Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player. Improvements to the way we detect a missing d3dx dll Some fixes to AI code used for VTOLs. Fix some issues in various pieces of saveload code. New script JFW_Per_Preset_Visible_People_In_Vechicle. New Find_Observer function on ScriptableGameObj. Fix so that dead soldiers wont collect powerups New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs. Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone. New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase. New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not. New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage. New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle. New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type. New flag on Physical objects in LE, IgnoreForTracking. Turn this on and the object will be ignored for tracking purposes even if it would otherwise not be. Clear out the texture set by the Set_Info_Texture engine call on map load. Fix an issue where AI units being told to move to the same point they are already at could act weirdly (this was noticeable with the helicopter in the tiberium meteorite room on the dam mission) Fix a case where an object being resized by the engine could result in the game entering an infinite loop Change infantry head turn logic so that it now stores the bones per-infantry instead of globally (fixes the case of objects with custom skeletons) Add support for a "C HEADT" bone that the engine will treat like the "C HEAD" bone but which is also a valid target bone. New script dp88_customPointsPercentage New script JFW_Object_Spawn Fix a crash in Create_Effect_All_Stealthed_Objects_Area Fix missing sun dazzle Some improvements to the in-game chat logic Fixes for a number of netcode issues

    806 downloads

       (1 review)

    0 comments

    Updated

  13. 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

  14. 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

  15. Hotwire Red Bikini

    A nice skin for Hotwire in a red Bikini

    103 downloads

       (1 review)

    4 comments

    Submitted

  16. 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.

    222 downloads

       (0 reviews)

    0 comments

    Updated

  17. 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

  18. 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

  19. 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

  20. gMax 1.2 & ByPass

    Terrain and model creator for Renegade and some other .w3d game modifications.
    You also need the registry bypass (included in this zip) for gmax else you cannot use it since registration keys are no longer emailed.
    See readme for details.

    2013 downloads

       (1 review)

    0 comments

    Updated

  21. Renegade Public Tools

    This tool is used to setup maps for Renegade, building controllers, harvester waypaths etc.
    It is also used to create (serverside) modifications to units, weapons, spawners etc.

    611 downloads

       (1 review)

    1 comment

    Updated

  22. Renegade Beta Assets

    Package was compiled by Reaver11 over the years and released to public.
    Much thanks to him
    Contains:
    Automaticshotgun
    Beta Chaingun
    Beta HUD
    Black500sniper
    Chemsprayer
    Conversations
    Door_a
    GDI Acrolyte
    GDI Adv Commcenter
    GDI AdvPowerplant
    GDI Airstrip
    GDI Constructionyard Single player
    GDI Door
    GDI Elevator
    GDI Elevator2
    GDI Grenadier
    GDI Guardtower
    GDI Gunboatsinkanimation
    GDI Harvester
    GDI Harvester Skin
    GDI Humvee
    GDI Initiate
    GDI Logan
    GDI Mammoth Tank
    GDI Mct
    GDI Medium Tank
    GDI Multiplayer Helipad
    GDI Orca
    GDI Orcalifter
    GDI Outpost
    GDI Ref elevator
    GDI Ref Piston
    GDI Refinery
    GDI Repbay
    GDI Silo
    GDI SingleplayerPP
    GDI Tailgun
    GDI Templar
    Infantryaggregates
    Laserchaingunskin
    Laserrifleskin
    M16
    M203
    M203-2de
    Machinegunemplacement
    Misc
    MOD for SP with beta assets!
    Movies
    Music
    Mutant test facility
    NOD AdvPowerplant
    NOD Alternative adv pp (not beta)
    NOD Apache
    NOD Bike
    NOD Buggy
    NOD Cargoplane
    NOD Cargoplane cockpit
    NOD Cargoplane crash animation
    NOD Cargotruck
    NOD Chair
    NOD Commcenter
    NOD Constructionyard with collision
    NOD E3 Hand of NOD
    NOD Elevator
    NOD Flame tank (With turret settings)
    NOD Gun Emplacement
    NOD Harvester
    NOD Hover Craft
    NOD Light tank
    NOD Light Tank2
    NOD Mct
    NOD Mobile gunemplacement
    NOD Multiplayer Helipad
    NOD Outpost
    NOD Refinery
    NOD Repbay
    NOD Sakura
    NOD SamBunker
    NOD Samsite truck
    NOD Scorpion
    NOD Seth
    NOD Silo
    NOD Singleplayer Hand of NOD
    NOD Soldierskins
    NOD SU-8
    NOD Trooper
    NOD Turret
    OLD Commando
    PC Gamer October 1999
    PCT Icons
    Pistol
    Pistol2
    Pre-Release info
    Railgun
    Rocketlauncher
    Screenshots
    Silencedpistol
    Silver500Sniper
    SnipeTowerNeutral
    Sounds
    Streetlight
    Textures
    TimedC4
    Under rock texture

    265 downloads

       (0 reviews)

    0 comments

    Updated

  23. Classic Sniper Towers (gmax)

    Classic Sniper Towers in gmax/renx format for use on maps.

    82 downloads

       (1 review)

    0 comments

    Updated

  24. W3D Exporter for 3DSMax8

    The W3D exporter for Max 8. Main function is to export models into W3D format

    163 downloads

       (0 reviews)

    0 comments

    Updated

  25. BUILDINGS.ZIP

    File imported by an administrator

    165 downloads

       (0 reviews)

    0 comments

    Submitted

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