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General_War September 22nd, 2007 05:46 PM

Command & Conquer Tiberian Mod Project
 
Command and Conquer: Working Title


Goal: Combine all 3 eras (Tib. Dawn, Tib. Sun, and Tib. Wars) into one action-packed chronological storyline. It’s going to take place from CnC1 all the way up to CnC3 including their respective expansion packs so you can understand the storyline a little better or just for the fun of it. I’m going to leave the title unnamed until I, no WE, can choose the appropriate title that will get its word across to the cnc community. I always leave the titling to the public to decide and agree on.

This is a mod for CnC3 and when Kane’s Wraith releases to the public, I’m going to ask the leaders of Tiberian Sun rising and Tiberian Dawn if we can all pitch in and make a mod that focuses on the campaign missions, and of course the skirmishes. The mappers and scripters will play a big role in this of course, doing their best to replicate the original maps, but with enhancements.

Purpose of this thread: The purpose of this thread is to clear up any uncertainties regarding code logics and functionalities such as “how will gates work in CnC3?

Some notes about this mod

The best part about this mod is joining eras together in skirmish games, awesome huh? In the Rules menu, you can choose which era you want to enable/disable. Hell you can play with all 3 eras as GDI or Nod. The thing is… I don’t know if we can add extra buttons in the Rules menu though.

You will NOT be able to garrison any structures in eras 1 and 2 in missions/campaigns.

We will need to come up with ideas for the Scrin faction for eras 1 and 2, but they will ONLY be playable in skirmish.

Garrisoning structures in eras 1 and 2 will only be allowable in skirmish, if that’s what you guys want.

Should we keep the original cameos or should we change a few of them?

Does or should the A10 airstrike require crates or a prerequisite (skirmish only)?

We will add some tweaks to the eras if necessary.

Fun bonus maps! Cabal and the forgotten will be incorporated into skirmish maps also for you guys to enjoy. They’ll be on the neutral side so be careful not to piss them off lol.

Cabal and The Forgotten will NOT be a playable faction (too much time), but will be there in missions and campaigns.

Optional: Tech Naval Shipyard will allow you to build Gun Boats and hovercraft in skirmish games only if you enable cnc1 and is only available in skirmish.

Superweapons On/Off in the Rules Menu.

More colors and starting money (more options basically).

Music tracks from cnc1 and 2. Damn you EA! What happened to the music playlist? You're going to shove music down our throats and force us to listen to the music you chose to play in sequence? You just HAD to make matters worse. Regardless we are going to provide it in a separate download. We may also include red alert music in there as a bonus.

Movies and Cutscenes will be added.

If you have any suggestions or ideas, let us hear it!

Let's begin shall we

General_War September 22nd, 2007 05:46 PM

CnC Tiberian Dawn

GDI Structures

Adv. Communications Center/Ion Cannon: Possible

Adv. Guard Tower: Possible. I don’t recall CnC3 having inaccurate attacks where missiles would swivel around a moving target as in CnC1. Somebody might want to clarify that.

Adv. Power Plant: Possible

Barracks: Possible

Chain Link Fence: Possible

Communications Center: Possible

Concrete Wall: Possible

Construction Yard: Possible (deployed through MCV only)

Guard Tower: Possible

Helipad: Possible

Power Plant: Possible

Refinery: Possible

Repair Facility: Semi-Possible. Inserting the vehicle into the structure is possible. Having it repaired is possible. Charging you fees is something I’m unsure of since CnC3 does it for free.

Sandbag: Possible

Tiberium Silo: Possible

Weapons Factory: Possible

GDI Units

APC: Possible

Commando: Possible

Engineer: maybe Possible. They can only capture enemy structures, but cannot repair your own structures. I don’t know if we can prevent this engineer from repairing your own structures, but there’s nothing wrong with the engineer repairing your own structure.

Grenadier: Possible

Harvester: maybe Possible. In CnC1, Harvesters integrate themselves into the Refinery, which they’re vulnerable to being captured by an engineer. Don’t know if this is possible. Harvesters take forever to dump their bail into the Refinery, which I think it’s possible to do in CnC3 by changing some value so it’s equivalent to CnC1.

Hum-vee: Possible

Mammoth Tank: Possible

MCV: Possible

MRLS: Possible

Medium Tank: Possible

Minigunner: Possible

Orca: Possible

Bazooka: Possible

Chinook: Possible. Even though I have never seen a transport aircraft that you can “Control,” instead of summoning air transportation on the spot, I think it’s possible.

Hovercraft: Possible (not buildable)

Gun Boat: Possible (not buildable)

A10 Airstrike: Possible. # of A10 is determined by tech level. Since CnC3 skirmishes is always at max tech level (there’s no such thing as tech level as EA screwed up here) you will get 3. Come to think of it, I don’t recall seeing carpet bombing or bombs dropped vertically in CnC3, but it’s possible


Nod Structures
I’m not going to repeat the same ones as above

Airfield: maybe possible. It’s just the aircraft swooping down and dropping off units that I’m unsure of.

Hand of Nod: Possible

Obelisk: Possible

SAM Site: Possible with the use of animation

Temple of Nod/Nuke: Possible

Turret: Possible

Nod Units

Apache: Possible

Artillery: Possible

Chem-Warrior: Possible

Flame Tank: Possible

Flamethrower: Possible

Light Tank: Possible

Buggy: Possible

Recon Bike: Possible

SSM: Possible

Stealth Tank: Possible


Questions about weapons. I think it’s possible for a unit having multiple weapons to choose the correct weapon when going up against a certain armor. Ei. Mammoth missile pods = infantry and air armor and double-barrel cannon = vehicles and structures. It’s just that I’m unsure if this functionality and logic will work against ground units. Will it use the appropriate weapon according to the enemy’s armor type?


So far a mod for CnC1 in CnC3 is possible with few uncertainties. This is a good thing.

General_War September 22nd, 2007 05:47 PM

CnC Tiberian Sun
This is really long so I’ll cut to the chase and name some uncertainties that I have regarding how it will work.

Gates: How will these work? A gate that only allows your own units to pass through?

Anything dealing with “upgrades” such as power turbines, defenses, nodes for the upgrade center, etc. we can use the upgrade logic instead, which is better imo.

EMP cannon: It looks possible and everything, but has a limited range

Firestorm Generator and Walls: Now this looks really impossible, TOO Impossible! Too many questions concerning this.

Service Depot: as explained above. “Repair Facility”

Laser Fence: How will these work besides the wall logic? I don’t know if CnC3 will treat it like an ordinary wall cuz it’s not.

Tiberium Waste Facility: Tiberium is the only resource that you can collect in CnC3. How will this work since EA decided to throw out the weeds? Even if we did implement the weeds, how will the game treat it as? How can we use the Chemical missile? Speaking of chemical missile, how will toxic gases work in CnC3? Generals had these, but there are none in CnC3.

Amphibious transport: how do we treat it as an amphibious unit instead of a hovering unit?

Disruptor, Ghost stalker, and mammoth MKII’s weapons can function the same way as the sonic emitters. That is, the ability to shoot through a line of targets, except that the sonic emitters rolls across the surface while the disruptor, ghost stalker, and Mammoth MKII shoots across the air.

Hunter Seeker Droid: I don’t think it’s possible. The fact that it chooses a random target which = instant kill.

Jump Jet infantry: I’m thinking of giving them the same logic as the shadow strike team. If that’s ok with you guys.

Disk thrower: How do we use the projectile bouncing logic?

Medic: Can they use the heal logic on infantries? maybe

Cyborg logic: split in half when critically damaged and stays that way even if fully healed? We’ll find out in the expansion pack.

Mutant hijacker: If it were Generals then it’s possible. But what’s different about it is when the hijacked vehicle is destroyed, the hijacker ejects and you still have the hijacker.

Anything Concerning Subterranean units: How will this logic work?

Pavement: How will this logic work also?

There’s probably a few others, but I’ll get to them later. Tiberian Sun is one of the hardest eras to work with.


If you have any questions regarding this mod, post away! you can also ask questions at Tiberian sun rising and Tiberian dawn for better answers since they're working on it.

AugustusVarius September 25th, 2007 05:54 PM

The mammoth tank weapons thing - I don't know if there is a setting in the SDK for CNC3, but in Tib Sun and RA2 there was a setting in the Rules.ini under warheads that set the damage level vs different armor levels, and if the value was 0%, then the weapon with that warhead couldn't fire against that armor type. I didn't really look at Generals, which I think uses the same engine as CNC3, but it might have the same flag.

General_War September 25th, 2007 07:58 PM

135 views and 1 post? not many confident coders I guess. j/k

I am quite aware of that. I did a mini-mod for RA1 too. I gave the light tank the m1 carbine weapon, which worked out perfectly. Whenever it sees infantries, it uses the carbine automatically. whenever it sees non-infantry units (vehicles and structures) it uses the main gun.

Generals ZH and CnC3 doesn't seem to have this logic, but I could be wrong. but in generals ZH w/ mod, I usually see modders using the buttons to switch between weapons (ei. rifles and grenades), which is a shame. you see a tank, gotta switch to grenades, see an infantry, gotta switch to rifles, etc. Then I have to split the group in half; half rifles and half grenadiers, which is lame.

Off-topic: just found out Tiberian Sun Rising isn't really a genuine TS total-conversion. It still takes place in the 2nd era, but they've added a lot of new units and stuff to it; it's free for all basically.
-----------------------------------------------------------------------------------------------------
back on topic...
Just remembered a few more


Limpet Drones: How will this work?

Meteor shower: How will this work?

Craters: How will this work? It has to physically change the terrain. (I personally dont like this feature)

Reaper: How will they work? *throws sticky substance to trap infantries* and rockets on crack. that is... rockets that would even kill your own men.

tdo_stalker October 12th, 2007 01:45 AM

well... im just starting this whole modding games thing... only thing that ive acualy ever done was make some starcraft maps and mess with the units life and damage no real mods ;( but i love the idea and have wonted some1 to do somthing like this for a while and all the idea's are great, keep workin and u could be a modding hero ;)-

AugustusVarius October 12th, 2007 06:20 AM

Concerning the rockets on crack, that also applies to the missles on the mammoth in CnC1.

Isn't Red Alert 1 technically the predecessor to CnC1? It wouldn't be entirely necessary to include it, but the Red Alert storyline does clear up a few things. Of course, then you would have to figure out how on earth you're going to do stuff like the M.A.D. Tank in Aftermath.

It would also be nice if eventually we could get EA permission for it to be a standalone mod.


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