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Found 330 results

  1. Version 1.07 Sub-Update 1


    A alternative and advanced version of RenList listing utility. This is a server listing utility which takes data from GSA feeds from GSA Master Server hosted by CnCIRC and lists server for user. The differences between RenList and MasterList and the reasons of why you should prefer MasterList is specified below. If you using my lister, thank you so much. Please always use the latest version of this The development is currently paused and it will be continued soon. Current version is stable and should not have any issues. • MasterList is quicker than RenList for listing speed. • MasterList is simplier and more advanced than RenList. • Usage of MasterList is easier. The changes that planned and going to add: • Buddy system. Notices you when your buddy in a/any server. LIVE! • Favorites system. Notices you when a event that you want happens. Example, when the map you want starts. (WIP) • Some basic improvements for visual of UI. LIVE! • Some other improvements for backend. LIVE! Some help?? Look below! • Find "Theme" option from Menu>Options list to change your theme. • Change your nickname or your Renegade Installation directory from the related options on Menu>Options. • And be ready for other new features! Please report bugs and suggestions to me on here or Discord ( The Unstoppable (TR)#1000 ) or find me from MPF Discord Server at http://multiplayerforums.com/discord Enjoy!
  2. We've put up a new download for our Mappack and Keys Configuration file. The mappack v.27 is now once again fully updated to our server content. The keys config contains a new entry for Chinook Vehicle Transport abilities which will be used on Imperial Age maps in the near future. You can now press the HOME key to check on your veterancy status. You can download them from our Downloads Area @: - Download Mappack Here (1.05GB) - Download MPF Keys Configuration Here(160KB) PS, if anyone has questions or wants the keys config file for their Renegade just tell them to goto keys.ultraaow.com This link will take them to the download. Have fun ppl
  3. Version 1.21


    WARNING! This plugin only works with DA 1.98 and above! Download DA 1.98 from http://www.renegadeforums.com/index.php?t=tree&th=41243&start=0& This is the first and only Building Warnings plugin ever released in C&C Renegade forums. If a copy or redistributed type of this plugin spotted, the action will be taken. Plugin reports building health percents ingame with EVA sounds like below. If you see bug, let me know in comments or find me in Discord "The Unstoppable (TR)#1000" [DA] The GDI Power Plant health at 75 percent
  4. lol. I did some research to check if it was really real but, turns out not real :(. N0w we can't eat Kane's Ch0c0late unless we beg EA to make them N0w! Original link to this picture: https://www.deviantart.com/kallebowo/art/CNC-TIBERIAN-PARK-Wallpaper-Kane-s-Schokolade-291866027 You can also find other stuff by him.
  5. Version 1.0


    I made this skin many years ago the rims came from the rims on my truck and i wanted to put them on the arty so here it is everything is made by me and to be used freely enjoy and thank you! Extract the DDS file from the RAR and place the DDS file in your Renegade's Data folder. Enjoy !
  6. Here is a list of current things in progress of our maps, you can check if there was some progress done. A new reply will be posted here when there's some progress. Current Map: ORG_Mars Current Stage: Mapping (no textures) [GMAX] Last progress (DD.MM.YY): 10.11.18 Stages: - Map idea - Map concept - Structure the files & required models/software/etc. - Mapping (no textures) [GMAX] - Prop making [GMAX] (we can use some help here!) - Texturing [GMAX] - LevelEditing & Objectives [LevelEditor/GMAX] - Map testing - Refining map - Map release - Map patching if required Map will be worked on every Saturday starting at 14:00 to 16:00 GMT+2 (Live on http://twitch.tv/slamaster)
  7. Version 1.1


    Basic Renegade GSA API made by C# Language. Originally by Iran (if I don't remember wrong), but modified. Have 4 functions; GetAllRenServersIPByGSA() - Returns IPEndPoint[] : Gets all servers IP GetGSData(IPEndPoint server) - Returns Dictionary<string, string> : Gets server data by server IP. Here's a basic code for lazy. //Shorter version Dictionary<string, string> mpf_server_data = new Dictionary<string, string>(); IPEndPoint mpf_ip = new IPEndPoint(); foreach(IPEndPoint ip in GetAllRenServersIPByGSA()) { if(GetGSData(ip)["hostname"].Contains("MPF")) { mpf_server_data = GetGSData(ip); mpf_ip = ip; } } You can get all servers data with this code too. If you want shorter way, here's a basic code. Dictionary<string, string> mpf_server_data = GetServerDataByKeyValue("hostname", "MPF"); It returns the same mpf_server_data value as the top. For the IP, you can write this code. IPEndPoint mpf_ip = GetServerIPByKeyValue("hostname", "MPF"); It also returns the same mpf_ip value as the top. Comment bugs, glitches and ideas about new functions.
  8. Version 1.0.1


    This package contains everything you need to get a server going. When you downloaded the zip file make sure that you goto its properties and "Unblock" it BEFORE you extract the files, else it may not function correctly. There is a folder called "prerequisites" and you must run and install the vcredist_x86_2012.exe and vcredist_x86_2013.exe and also the dxsetup.exe found in the dxsetup folder or your server will not run. Make sure you edit server.ini and change ports where needed and forward them if applicable. Note that the GameSpyQueryPort *must* be different from what you set in DA.ini Also edit the svrcfg_cnc.ini found in the data folder to set your own server name, title, and maybe some other options. Brenbot is included in this zip and works 'out of the box' pretty much. You should however change the nickname of the bot to use on IRC, the channels it will join and the Path to your Server root folder. See moderators.cfg for help adding moderators. The FIRST message listed in messages.cfg is what will be displayed when players type !rules in your server. Keep it very short as there is a ~200 character limit on lines. I've included an example configuration of the tt.cfg file that now handles the server map rotation and downloader properties. It's pretty straigthforward, just upload your ttfs folder to your website and set the repositoryUrl to it ending with a / eg: repositoryUrl = "http://www.yourwebsite.com/ttfs/"; A note: When you use the packageeditor cmdline to install or convert new maps or packages make sure the Server is NOT running. If you've adjusted your configuration files and are ready to run it, then execute the file server.exe followed by brenbot.exe Always start the server first, then brenbot. The sourcecode based on Dragonade 1.92 with TT 4.6 support is included and contains a nice mpf_example to get going. You need both Visual Studio 2012 and Visual Studio 2015 installed. You can get VS2015 Community Edition off Microsoft's website. However, there is no community edition for VS2012. For help adding custom maps and/or other things to your server please join us on our irc.cncirc.net in channel #mpf It is recommended to join us on Discord with a microphone as it is a lot easier to help then. Perhaps also get Teamviewer, we use that a lot and makes it tenfold easier to help remotely with issues you may have. ( www.teamviewer.com )
  9. until
    There is going to be a weekend tribute of sorts event held on the "zunnies OmegaAOW" renegade server. It is an old server mod that zunnie and his friends used to work on. Because of how old it is there may be some small bugs to live with, but @shaitan and I have done what we can to get it ready. During this time Newmaps,MutantCo-op and possibly other servers will be taken offline. IRC: irc.cncirc.net -or- irc.rencorner.com channel: #OmegaAOW
  10. Not sure when it's from, though. Sometime in the last year, I think.
  11. Here’s something to tide you over because no stream
  12. 15 clips from a stream on newmaps and jerad2142 clip 2 months ago
  13. Version 1.0


    My first public map on Renegade. Silos, repair facilities and tailguns are capturable. Double base defenses. Defenses, building locations, etc. are balanced as much as I can. Report bugs and glitches in the comment section. My next map will be soon.
  14. Version 1.8


    https://multiplayerforums.com/games/imperial-age/ The maps and game-modes are mostly designed by current and/or former MPF Developers such as @Pwn Call @trunkskgb me @zunnie and former Developer @ImperialKaskins. Coding of the server, brenbot and veterancy were done by me @zunnie @unknown @Genesis2001 and @sla.ro for the most part. The game sport a wide range of variety to play with many units, buildings, weapons and powerups. We also have a dozen maps available that were created by the Renegade Community over the years since 2002! Fight as the Global Defense Initiative or The Brotherhood of Nod in a fictionary C&C World. Attack the enemy base buildings to win while protecting your own. Renegade is not needed to play this, it is a Standalone Installation. Have fun playing!
  15. a assortment of clip from my streams what improvement can i make? also anyone know good free music making software so i can make a 8sec jingle or whatever for the first 8 secs?
  16. Iron City: a map by trunkskgb a playlist of both times yesterday that we played the map as both sides
  17. Version 33.0


    ................................. ....www.multiplayerforums.com.... ...irc.cncirc.net.#mpf-newmaps... ...._____ _____________________.. .../ \\______ \_ _____/.. ../ \ / \| ___/| __).... ./ Y \ | | \ .... .\____|__ /____| \___ / .... .........\/..............\/...... .....03/31/2018..@..07:23PM...... ................................. UltraAOW NewMaps Mappack [+++| Mappack 4.6+ |+++] A full TT 4.6+ compatible Mappack made by MPF for our UltraAOW NewMaps server. It also contains files for the servers CrazyCTF and RenegadeSniperElite for which we do developing as well. All maps and required assets that are in rotation are contained within this mappack. [+++| Slower Connections |+++] If you have a somewhat slower connection and get tired of waiting for the ingame downloadscreen you could download this mappack and install it before joining any of the above three mentioned servers. You will not experience (much of) the ingame downloader then, just join up and play right away. [+++| Important Note |+++] By default your so called "TTFS" folder where Renegade downloads mapfiles to is located in your "Application Data" folder which is a hidden system folder by default. For this reason you *Should Not* change the destination location when the installer asks you for it. You should leave the default installation location in place unless you are absolutely sure you must change it and know what you are doing. If the destination is wrong then the mappack will not be installed properly and you still get download dialogs while joining the servers. [+++| Thanks |+++] Thank you a lot for downloading the mappack and playing on the servers! [+++| Useful Links |+++] http://www.indiedb.com/company/mpf MPF IndieDB Profile https://discordapp.com/invite/gzgCvrq Visit to Join the MPF Discord Chat and text, voice or video chat with others. https://multiplayerforums.com/donate/ Donating to MPF ensures we can continue to run the servers in the future and upgrade when needed. When you donate you get certain (non gameplay breaking) benefits, read more @
  18. 1 min of The assault of the nod base
  19. Version 1.1


    _ _ _ _____ ____ _ _ _____ __ | | | | | |_ _| _ \ / \ / \ / _ \ \ / / | | | | | | | | |_) | / _ \ / _ \| | | \ \ /\ / / | |_| | |___| | | _ < / ___ \ / ___ \ |_| |\ V V / \___/|_____|_| |_| \_\/_/ \_\/_/ \_\___/ \_/\_/ Simply extract it to your Renegade\Data folder Or extract it to your Documents\Renegade\Client folder You will then be able to deploy vehicles on the maps from ImperialKaskins and some other MPF related maps. As well as a number of things such as: - Press Backspace to Sell vehicles on the Repair Pad - Press Q to deploy vehicles and such - Press M to lay an Anti-Tank mine - Press F4 F5 F6 F7 F10 F11 F12 - and = for additional radio commands - Press Q to deploy a tank trap - Press Q to detonate your Fanatic - Press M to lay an Anti-Tank mine - Press N to deploy a barbwire - Press O to drop your current previously picked up weapon - Press P to drop all your previously picked up weapons - Press I to use Chinook Vehicle Transport abilities - Press HOME to check your veterancy status - Press BACKSPACE while parked on top of a Repair Pad to SELL your vehicle - Press END key to quickly look up the Mine and Remote C4 usage and limits - Press Keypad number 1 to 9 for special Animated Taunts - Press U for chathistory window If you prefer so, or can't get it to work using the manual method, you can download an automated installation file @
  20. Version 4.6.2


    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
  21. yayyy upgraded chemsprayer
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