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zunnie

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Files posted by zunnie

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  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.

    799 downloads

       (0 reviews)

    0 comments

    Updated

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. Purchase Terminal Icon Pack

    Laeubi: 171 PT icons in all, If you wish to include/edit any of these icons and/or include them in a mod give credit to the original creator in your read me.
    All PT icons have the correct dds settings and are all the same size, 128 x 128 pixels. This is the size which 'in game' pt icons are displayed at you just need to name them.

    143 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Stealth Generators

    Laeubi: All models are ready to use, you just need to add them to your map via level edit (on a flat surface). I have optimised the texture sizes and material types in other words you get better FPS.

    80 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Nod Outpost

    Laeubi: This model is based on an unfinished Westwood model of the Nod Advanced Gaurd Tower that can be seen in the WW building pack, I made this from scratch, I have not used the unfinished models as a base.

    48 downloads

       (0 reviews)

    4 comments

    Submitted

  18. GDI Outpost

    Laeubi: This model is based on an unfinished Westwood model of a gaurd tower that can be seen in the WW building pack, I made this from scratch, I have not used the unfinished model as a base.
    I have included my skin of the neutral cannon emplacement that gives it a light gold colour to resemble a GDI unit.

    58 downloads

       (0 reviews)

    2 comments

    Submitted

  19. 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.

    231 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Mission Under High Voltage

    4 player co-op map where you play with just a commando and take out hordes of enemies
    Put a CPU player on the topleft position, players start on the other 4 remaining positions and team together.

    252 downloads

       (0 reviews)

    0 comments

    Submitted

  21. VonBings Pain Harbor

    An 8-player, cityscape, chokepoint map. This is very barren looking and all concrete. Three players start on the bottom, three on the right, and the other two start in the left and top middles. There is a channel dividing the 6 players from the other two with destroyable bridges. The 6 players start with medium Blue Tiberium patches, but there are 5 large Green patches in the large part of the map.

    255 downloads

       (0 reviews)

    0 comments

    Submitted

  22. Sarajevo Red Zone

    Territory - Red Zone
    Players - 2х3
    Size of the map - middle (normal)
    The map based on a map from the game`s campaign
    Sarajevo Red Zone is a detailed map for 5 players. It is a beautifull remake of famous map from GDI and Nod campaigns. At this map, I decided to create the map after the Ion Cannon shot when the Blood of Gods was detonated. And now Sarajevo on the covered by Red zone and, accordingly, everything changed: Terrain, climate and many other things. The map has neutral units which are defending deserted bases (hint: check perimeters of the base and you will find highly explosive barrels. Be careful - one single shot and everything will detonate!).
    Map included 5 players: 2 - defenders and 3 - offensive players.

    448 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Ring of Death

    This is a large 8 player circular map with 4 players on the outside of the ring and 4 players defending the middle of the ring.
    Each player has 2 tiberium spikes and alot of blue tiberium.
    There are also many defensive towers to capture on the outside of the ring and on the inside.
    This map is pretty much even for all players but i think scrin rules this map over gdi and nod.
    This map is very fun online with all 8 players and AI is enabled.
    Last but not least , everyone has unlimited power.

    181 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Incoming

    This is a custom made, Art of Defense map. Start at the 2 spawn points on the same team, defend the field generator and survive the waves of enemies (not possible to play on your own as there's too many enemies for one person and unit limits is on as well). Game lasts about 50mins.

    228 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Centralized

    4 vs 3 map. Players start in center with 4 ai controlled factions at the outer edge

    161 downloads

       (0 reviews)

    0 comments

    Submitted

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