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  1. The Environment Setup Tutorial This tutorial will attempt to learn you how to setup your entire working environment for creating maps in gMax and the free provided Renegade Public Tools v2. It includes all the tools you need and they should be installed in this particular order: 1- The gMax Installation Files and Registration ByPass. (NOTE: Windows 8+ and 10 are NOT supported, you'll need Windows 7 or XP Pro to use gMax without glitches, there is NO fix for this.) 2- The official Renegade Public Tools version 2 from Westwood Studios. (Works fine with 8+ and 10) 3- The unofficial LevelEditor from Tiberian Technologies for support with 4.6 Scripts Update. (Works fine with 8+ and 10) 4- Some (semi) Critical Assets required for making a map for Renegade in gMax/RenX. 5- The XCC mixer i personally have been using since i don't know when, it's the best eventhough it's not the latest. Environment Guide Package Download the file i prepared as zip from the MPF download area: Once it is downloaded, make sure you unblock the file by going to the zip properties and clicking "Unblock" BEFORE you extract it. In this tutorial i will install EVERYTHING to do with mapping for Renegade in my folder on the D drive in "Renegade-Mapping". Go ahead and extract the zip somewhere, open it in a new window: And then copy the contents somewhere: Go into the #Installs folder that you extracted inside the Renegade-Mapping folder Step 1 - Install gMax and apply the registry fix We need to install gMax first, you MUST install it first or it won't work properly later. Open the gmax12+bypass.zip and copy files into your #Installs folder and then run gmax12.exe to install it. In this guide i am installing directly into the Renegade-Mapping folder so the endresult will be something like the following: Now, because the author of gMax doesn't send out emails anymore to register gMax for free, there is included a Autodesk.reg file, right click on that and choose Merge and when promted do Yes to merge it. When installation is done and you merged the registry thing, then run gMax for the first time. You will be prompted to select a rendering device, here you choose "Direct 3D" and continue. Once it has fully loaded you must exit gMax again. Step 2 - Install the official Renegade Public Tools v2 Extract the file Renegade_Tools_Installer_2.zip and run the executable, install it into your Renegade-Mapping folder, endresult should look simular to this: Go into the folder LevelEdit and you will see these files: Now delete (yes delete permanently) the LevelEdit.exe that is currently there, the original from Westwood. Extract the file LevelEdit46.zip and copy the resulting LevelEdit46.exe to your LevelEdit folder like so: Goto your Renegade GAME folder, which you updated to the latest TT Script Update (available on http://www.tiberiantechnologies.org ) Copy the following files to your LevelEdit folder and overwrite any existing ones there: "MemoryManager.dll" "Mss32.dll" "Shared.dll" "ttle.dll" You should end up with a LevelEdit folder looking like this: Now make a complete copy of your Renegade game folder (which is updated to 4.6 of course) and name it "RenegadeEditorGame", just copy and paste it somewhere like: Now open the Registry Editor through your startmenu "search" option type: regedit and open it. Expand the folders (or keys as they are called) until you are inside the Renegade folder/key. "HKEY_LOCAL_MACHINE -> SOFTWARE -> Wow6432Node -> Westwood -> Renegade" You see the InstallPath option there? Double click on it and change its value to where your game2.exe is located in the RenegadeEditorGame you copied earlier, in my example here it would be: D:\Games\Westwood\RenegadeEditorGame\game2.exe Now close the Registry Editor program, we don't need it no more now, you don't need to save anything, it does so automatically. Run the Editor Ok, so we can finally run the editor now, go into the LevelEdit folder and run LevelEdit46.exe There click the "New..." button and call it for example "MyWork". Double click the MyWork in the window and it shall bring up the editor in action: You'll notice the editor created a folder called "MyWork": Which contains a few key folders the editor uses: Create a map project folder inside the levels folder like so: Inside this folder you will save your Editor's "C&C_My_Map.lvl" file and stuff related to your map such as W3D models/terrain and maybe textures, cinematic text files and/or audio. ALWAYS choose to "Save Current Level As..." inside the editor ALWAYS WHENEVER you want to save your progress, do NOT EVER use "Save Current Level" (trust me), period, or it will not update some files (lsd/ldd/ddb) for your map and it wont work properly when you make a .mix with XCC later on. For example the endresult could look like this: << i will update this guide later tonight or tomorrow, just 1 thing: If you have missing textures make sure you place them in your Editor_Cache folder and reload the editor >>
  2. zunnie

    CoopBeta

    Version 4.2.4

    435 downloads

    This package will turn your Renegade FDS into a Co-Op server where you can fight together with other players against bots on the Single Player Mission Maps. This version has the following maps: M00_Tutorial M01 M02 M03 M04 M05 M08 M10 M11 Skirmish00 Source levelfiles for M08, M11 and Skirmish00 are included.
  3. Version 1.0

    541 downloads

    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.
  4. Version 1.0

    85 downloads

    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 } } }}
  5. The Helipad models and textures are in zip: CapturableHelipads.zip Temp Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Capturable_GDI_Helipad On the Physics Model tab browse for the model by clicking the folder icon and choose Open On the Settings tab set Health to 2 and HealthMax to 500, Skin and ShieldType both to CNCMCTSkin with a DamagePoints of 0.750 and DeathPoints 0.000 Click the Letter icon to choose the Helipad name from the category Enc and set Encyclopedia Type to Building Still on the Settings tab set PlayerType to Unteamed and Radar Blip Type to Stationary Now MAKE your Helipad on the map Goto the Scripts tab for the properties of the Helipad and select Type: z_Capturable_Helipad and set the Name Parameter of Owner to -2 Now note the ID of the Helipad in a textfile for later use: Now TEMP the Simple_MiniConsole and name it Capturable_GDI_Helipad_Terminal On the Settings tab for the Terminal set the Skin and Shield Type to Blamo and Damage and Deathpoints to 0.000 We want this Terminal to grant a Orca so we click the Letter icon and choose the Orca name from Enc category: Make note of the GDI Orca exact multiplayer presetname, in our case this would be the original preset aka CnC_GDI_Orca (case sensitive): Next we MAKE and position a Daves Arrow on TOP of the Helipad and move it UP on the Z-axis until it floats like 3 orca's high in the air above the Helipad like so: Note the ID of this Arrow (PS: Do NOT delete the arrow, you must leave it on the map) Go back to the Helipad Terminal on the map and goto its properties and the Scripts Tab, add the following script to it "z_Capturable_Helipad_Terminal" with the settings as displayed below. HelipadID would be the ID of the Helipad on the map we created first, in this example ID number 100000 Preset would be the vehicle to create at the location of the Daves Arrow we placed so CnC_GDI_Orca and 100003 An Orca costs $900 in Renegade so we enter that as the Cost for it. Endresult should look like this for the Helipad Terminal: You're done:
  6. Version 1.0

    35 downloads

    A giant sized map for some nice battles on snow grounds. There are 2 little lakes at the top and 1 larger lake in the middle for cool naval battles. This map should be played with 4 human players (at the bottom of the map) and 4 computer players which start on the other locations. Lots of resources available for all players. Have fun!
  7. Version 1.0

    38 downloads

    This map is a 2 Human players versus 6 Computer players only. The players should start in slot 1 and 2, the CPU in slot 3 to 8. The CPU starts with a few naval units but doesn't do much with naval units here unfortunately. 3 small islands in the lake could provide your colony some extra cash, food and wood Have fun!
  8. zunnie

    England 2v6

    Version 1.0

    34 downloads

    Fun map for 2 Human players versus 6 Computer controlled factions. The players start on the little islands at the bottom of the minimap. There is not much build-space so you have to expand to main land a.s.a.p. and conquer the computer players In the center is a trade route with 2 trade-posts close to the players, 1 for each. There are plenty of more on the main land. Have fun!
  9. Version 1.0

    33 downloads

    A nice fun map for 2 HUMAN players versus 6 COMPUTER players only. The Humans must start in position 1 and 2, the Computers in spot 3 to 8. There is a looong trading route on this map with a dozen trade-posts. Two of them are under the island where human players 1 and 2 are situated. The Human island has a seperate location near it with a lot of trees to cut. This map is quite easy to defend. Also note that unlike most scenario's out there this one DOES support AI Naval units so beware of your Docks!
  10. Version 1.0

    37 downloads

    A nice fun map for 3 HUMAN players versus 5 COMPUTER players only. The Humans must start in position 1, 2 and 3, the Computers in spot 4 to 8. There is a looong trading route on this map with a dozen trade-posts. Three of them are under the island where human players 1, 2 and 3 are situated. The Human island has a seperate location near it with a lot of trees to cut for each player. This map is quite easy to defend. Also note that unlike most scenario's out there this one DOES support AI Naval units so beware of your Docks!
  11. zunnie

    Carolina 2v6

    Version 1.0

    29 downloads

    Very hard map to win. TRFL and me were playing this today for 3.5 hours before we finally won lol. Numerous Trade Posts all over the map. The two Trade Posts near the human player 1 and 2 are reached via boat only. The AI starts with 6+ Docks to force them into naval warfare.
  12. If you have trouble viewing the video because of youtube's low resolution you can find a highres video here: http://www.tiberiumcrystalwar.com/sdk_tut_alphablending.php
  13. Created by mixed assets from the MPF Dev Team created on maps by PwnCall Seven New Maps by MPF will be available tomorrow on the server NewMaps 4.1: Airai Atoll Cracked Ferk Night Lazer Tag Stockade Winterfell
  14. Map Fixes and Update No screenshots this time but trunkskgb has fixed 3 maps so far that got broken by 4.1's latest update: Pacific Arena Tiberium_Temple And a map created by trunkskgb himself: Ridge And also a map made by me (zunnie) based off the Blaat map (now removed from rotation) called MPF_Valley. Featuring Helipads, repairpads, conyards, advanced comm center, shrine of nod and a medical center with medicopters and ambulances! Also the maps mention in last news topic from Pwn Call are now added, there was a bug with 4.1 which broke them :/ The server is now running on RC3 again so they are now working properly. They have been added to rotation Have fun
  15. In this tutorial we are gonna create a custom strings_map.tdb for inclusion with your map. This file will hold the translation for custom presets that you make on your map such as Tiberium Silo (view tutorial) or Repair Pad (view tutorial) so that when you 'aim' for the building the translation text under it says "Tiberium Silo". First we goto our Renegade folder (which has TT4.0 applied) and run the program "tdbedit.exe" You are presented with the following screen: We goto File->Open and browse for our LevelEdit\MODDIR\ALWAYS\TranslationDB\ and select and open the file strings.tdb In my example the file is located at E:\NewMapsEditor\UltraAOW\ALWAYS\TranslationDB\strings.tdb We are presented with the following in the program: We goto Edit->Add Category and name it MyMap (name it the actual mapname there) and hit OK. A new category is added to the strings.tdb Goto File->Save and click it so the new file is saved and then EXIT the program again. Next we open our Editor and goto Strings->Edit Table, once there, click on (1)the arrow at the right to goto your MyMap category, select it(2). Then (3)double leftclick on the empty line as on the image below: On the next screen we see the defaults: CodeID MUST be 100% unique so always prefix it properly like "IDS_MyMap_TiberiumSilo" for example. You cannot use spaces or special characters in the CodeID box. For String we choose the object that needs a translation like in our example "Tiberium Silo". The String box CAN contain special characters and spaces. Now press OK. And the string is inside the file Press OK again to confirm it. Now goto your (1)Tiberium Silo in the preset-tree and choose (2)"Mod" while having it selected. On the Settings tab click on the letter button(1), a new window opens, click on the (2)arrow and scroll to the right until you see your map category(3) and click on it. There you see the ID for your custom translation (4)"IDS_MyMap_Tiberium_Silo" then click (5) OK. Now the preset has the translation applied, simply press OK again to make it effective. See (1) what it should look like: Now save your map. Goto your ALWAYS\TranslationDB\ folder and COPY the strings.tdb file and PASTE it into your Levels\MyMap\ Once there, you RENAME it to exactly: strings_map.tdb Then you include that file into your mix as well by using XCC mixer. Now when you play your map the Tiberium Silo will actually say it is a Tiberium Silo and not a Gun emplacement anymore Have fun.
  16. You can find a bunch of nice old CNC tracks on my website at zunnie.multiplayerforums.com When you decide to use one of these on your map you must keep the filename exactly like it is there. Why?: Some other maps already use this MP3. To keep a long story short: If you rename them then there may arise conflicts with other maps. So nonono.mp3 to renaming them. Just use them on your map as they are. Edit: In 4.1 and on renaming them won't matter. Still i'd leave them as they are Let's get started: (1)expand Sound, then (2)select Music and then (3)click the Temp button: Give it a name, for this example it is Frank_Klepacki_Act_On_Instinct: On the Settings tab now we configure the following options: Filename - Browse for the MP3 file inside your Level Mapname folder Drop-off Radius - 7000.000 Max-Vol Radius - 6000.000 m_Volume - 1.000 m_Priority - 1.000 All other settings are correct already and need no attention. Now OK it all. Then (1)select the preset in your list and (2)click the "MAKE" button, a sound icon appears on your map. It is best if you place this music icon in the center of your map. If you have a large map you may need to adjust the Drop-off Radius and Max-Vol Radius to a higher number. Have fun
  17. Version 1.0

    301 downloads

    General Map Information This map is not something like DM, DOM or AOW map. Each side has a Core in their base, a huge object with lighting, the enemy has to destroy this Core to win the game. The Core cannot be repaired! Buildings are indestructible. What to do? In the center of the map there is a Center Node. When you repair this Node you capture it and it becomes yours. The enemy Core becomes vulnerable to attacks when this has been done. The Cores are not damageable unless your team owns the Center Node. There are Unreal Tournament 3 female announcements for most of the Node/Core events to let players know what to do. Inside the Barracks and Hand of Nod you can find a Terminal "Pickup Orb". When you press E here you will get the Orb weapon. This weapon can capture the Center Node in 1 shot from close range even if it is already teamed to the enemy. There can be only 1 Orb per team at a time. Most characters don't spawn with Timed C4 (minigunners, engineers and hotwires/technicians excepted) because it would be too easy to kill the Center Node then and too much C4 spam in that area. Use the Orb to insta-capture the Center Node. Havocs and Sakura's have a 2 bullet clip. Snipers have a 3 bullet clip. Gunner has a basic rocket launcher to elimate the inbalance with Rocket Soldiers which are likely to be used to attack the Cores. Rocket Weapons had their range decreased to combat "Base 2 Base Core Attacks". A crate spawns in the middle at the Center Node as well as a Weaponcrate. Much thanks goes out to Mauler, ImperialKaskins and Blazea58 for their content in this map such as the trees, carrier and ramps to the deck. Notes To play this map you require script updates which are not available in TT 4.0 RC1, when the next version of TT 4.0 comes out you will be able to play and host this map on your own server and game. It is now in rotation on the UltraAOW.com NewMaps 4.0 server. Have fun!
  18. So you want a teleporter for players on your map? This is possible. I made two scripts for this purpose, one that teleports anyone, and another that teleports only players from a specific team. Ofcourse you can use other scripts for this but i will focus this tutorial on the two i made myself which are available in 4.0 The two scripts are called "z_Enter_Teleport_Random" and "z_Enter_Teleport_Random_Team". You can also use this for the teleporters as it looks much cooler than a stupid pedestal: http://multiplayerforums.com/index.php?/files/file/212-teleport-tubes/ First lets move on to the Editor and we place a CtfPedestalGold on the map which will function as the visual indicator for this teleporter, stepping on this pedestal will teleport a player to another location. Expand (1)Object, then (2)Simple, then (3)CTF_Objects and finally select (4)CtfPedestalGold Now click the make button and it will appear on your map: Now, the way my scripts work is simple: You place 5 "Daves Arrow" on your map, the ID of each of these Arrows are used by the script and randomly select one of them to teleport the player to. So we are now gonna place 5 of these Dave Arrows on the map. Expace (1)Object, then (2)Simple, then select the (3)Daves Arrow and (4)make 5 of them on the map near the location where you want players to teleport to: Now double click on each of the Arrows and note their ID in notepad: In my example they are: 100438 100439 100440 100441 100442 Now that we have the ID's let's finally actually create the area that will teleport the player. Expand (1)Object, then expand (2)Script Zone and there select the (3)Script_Zone_Star and click (4)Make to place one on your map. A green box will appear on the map, position it over the pedestal, you can resize it with the black boxes at each corner, hold shift to size it up and down. Make the box appear like on the example screenshot below: Now double click on the green box, a new window will appear. Goto its "Scripts" tab. There click on "Add" and scroll down to z_Enter_Teleport_Random and select it. Here you enter all the five ID's we wrote down in Notepad earlier: The endresult should look like this (based on my example ID's above): Now save your map, make a mix file and try it out! Players that step on the pedestal will be teleported to the locations of the Dave Arrows you placed randomly. PS: If you want a TEAM oriented teleporter then use z_Enter_Teleport_Random_Team and do the same thing but with Team enter 0 for Nod and 1 for GDI, then only players of that team can use the teleporter.
  19. Version 5.0

    1282 downloads

    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.
  20. Version 5.0

    231 downloads

    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.
  21. C&C_Lava Mauler and me have finished working on the map C&C_Lava. The textures were mostly made by Mauler as well as the bigass rocks that cover the scenery. Beware that you cannot drive or walk over the lava, you will die lol. The Design Scene is set in a fantasy world with 3 volcano's and lots and lots of hot Lava! The map is divided into several small islands where some have a building on it. They are connected with a dozen bridges to access each building's island. In the center of the map you can find two Helicopter Pads which can be repaired to full health after which you can purchase a GDI Orca or a Nod Apache for $700. The Silo's and Repairpads do not count to the buildings and can be repaired when they are killed. Inside the Sniper Towers are weapon spawners. A crate spawns in the center. When? Right Now! Beta 1 is already installed on the server and is in rotation. Just join and let the 4.0 integrated downloader download it when it comes by (20MB). Screenshots Video
  22. Required Files: CapturableTiberiumSilos.zip TEMP a preset into Object->Vehicle->Mounted and call it for example "Capturable_GDI_Silo": Goto the Physics Model tab and for ModelName click the folder button and browse for the gtsilo.W3D file, click Open: Goto the Settings tab and set Health to 2 and Healthmax to 300 (yes: ShieldStrength and Max should be 0.000) Set Skin to CNCMCTSkin and Shield Type to CNCMCTSkin Set DamagePoints to 0.500 and Deathpoints to 0.000 Set the TranslatedNameID to IDC_Enc_Struct_GDI_TiberiumSilo_Name (found in the strings editor under the Enc category) Still on the Settings tab set PlayerType to Unteamed Radar Blip Type should be Stationary Goto the Scripts tab and click Add... for Type browse for the z_Capturable_TibSilo For Name parameter Owner we set the Value to -2 (which means unteamed). Now select your temped preset called Capturable_GDI_Silo and click on "Make" button. It will appear on your map. Save your level and make your mix file. Now people can play your map and capture the silo. Repeat the above process for the Nod Tiberium Silo but set Team to Nod, that's all. Greetz zunnie
  23. Version 1.0

    146 downloads

    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
  24. Place the obelisk controller like this on the Obelisk in your map: Goto the properties of the obelisk controller and substract 41 from the Z value, enter the new value in the Z box and press OK. In this example: Old Value = 28.009 Substract - 41.000 New Value = 12.991 The controller will jump underneith the map, this is fine, and supposed to happen. Now when you play your map the obelisk will fire from the red top.
  25. Always wanted to have this special feature on your server where players can buy a Logan instead of a default Sniper on GDI? This tutorial explains how to do just that. Of course you can apply this knowledge to any other character in the purchase menu as well. First of all open your LevelEditor :durr: and then expand the category (1)"Global Settings", then expand (2)"Purchase Settings" and click on the "Character Classes (GDI)" and finally click on the (3)"Mod" button at the bottom of your LevelEditor: Once done, you are presented with a mod edit screen like the image below. First click on the "Settings" tab and then scroll down until you see "Entry 4" which is for the Sniper on GDI. It has a weird name, blame Westwood for that lol. Click on the little colorful button at the right which i labeled a blue "1". Then proceed and click the "+" in front of the presetname "CnC_GDI_MiniGunner_2SF", a new entry lists with "_Logan" added to it. Select that preset at the blue "2". Now press OK and you're done. Save the presets by exiting the LevelEditor and choosing Yes when it asks to save the presets. Then goto your presets folder and rename objects.ddb to objects.aow and load that in your tt.cfg of your server. Example tt.cfg to load a custom modded objects.aow file: gameDefinitions:{ Field: { mapName = "C&C_Field"; serverPresetsFile = "objects.aow"; };};rotation:[ "Field"];downloader:{ repositoryUrl = "http://ttfs.ultraaow.com/";};Now when you start your server players who buy the GDI Sniper will actually get the GDI Logan to snipe with.Greetz zunnie
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