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Found 6 results

  1. such as the following: " [PreviewPack] 1=xAsAIAnIxKjQzLjQyLjQyLDMAQLMuNDQwFgBSgDIxFACA7DIyLjIxEgAKC4A0MggAAu8AA 2=HIsNDMVCd8LCo8BcwozCuUA4wBUAVcL6wxIAAGvQAANQAAdCcDwLDIvKjIdACAAawBBcCo 3=qKCIaFQwJwsAcFQwSAAnOAA0IwBQMGhIAJQGQDSUYwG4wLioK34BxLBYOg+AhIBQWFhARE " or " [IsoMapPack5] 1=KQ0AIAABPAABAP//AAAABAA7AAIA//8AAEkBPCgpAD0oKwA6AAPhBDsoKQA8KCkAPSgpAD 2=5KAa4BkQk5QArdCjooKQA7KCkAPCgpAD1JAay5Bj5JAaWpAT9JAQurATgABe0QOSgpADoo 3=KQA7KCkAPEgB0Qk9SQGipQg+SAEnXgEFAN0KQFQCaAEDAQQANwAG6Qw4KCkAOSgpADooKQ 4=A7SAHJDDxIAckMPSgpAD5IASe1AQYotAGoAVUNQUAEwyU2AAfhDzcoKQA4KCkAOSgpADpI "
  2. I'm working on MetaMod_2.00 by Mjjstra, and I want to create a tower defense map using lua. And I have to evaluate whether timer equal to a specific value to excute some actions .I have found the lua function to judge whether timer equals to a spcific value like this function TimerCounterRefresh(self) for counter,value in TimerTable do if counter~="n" then if value == 0 then ExecuteAction("HIDE_COUNTER", counter) --tremove(TimerTable, counter) TimerTable[counter] = nil NumberTimers = NumberTimers - 1 if NumberTimers <= 0 then ExecuteAction("NAMED_DELETE", self) end break elseif value == 1201 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[20]) elseif value == 901 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[15]) elseif value == 601 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[10]) elseif value == 301 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[5]) elseif value == 181 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[3]) elseif value == 61 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerMin[1]) elseif value == 31 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerSec[30]) elseif value == 11 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerSec[10]) elseif value == 4 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerCount[3]) elseif value == 3 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerCount[2]) elseif value == 2 then ExecuteAction("PLAY_SOUND_EFFECT", VoiceTimerCount[1]) end ExecuteAction("COUNTER_MATH_COUNTER", counter, MathOpTable["Subtract"], CounterTable[1]) TimerTable[counter] = TimerTable[counter] - 1 end end end But I can't figure out how to execute the function every second in the game loop to .Can someone help me?
  3. So, after a loong time not touching the game I've decided to make some nice and heavily customised map. This would be both heavily scripted and map.ini edited. Right now I'm thinking of disabling all / most of the building capabilities of dozers and giving some default buildings in the bases such as some defences, infantry barracks, command centre, maybe strategy centre. In the map you'd have some neutral indestructable uncapturable buildings that would occasionally produce tanks / aircraft and make them unmanned, therefore you'd get units specific to factories you're holding and try to wreck the other players with your captured stuff. Of course, I'd like to make it more nuanced, eg.: -> every player could create trucks / convoys which would be used (up) to upgrade the civilian factories to produce more / better vehicles -> could have a civilian nuclear plant somewhere - when it's destroyed the whole map would have a bit of a radiation poisoning. The closer you come to the destroyed plant, the faster you lose health. As a matter of fact, I have already implemented this bit. What I hope to get here is more ideas and feedback before I start properly. Keep in mind I'm quite good with this stuff, so don't worry too much about viability. Anything goes. I also hope to see whether the community is dead. The game is really old, after all. Oh, and one last thing - I might be doing this with the Destructive Forces mod as it adds a lot of stuff I could work with. I'd be happy to hear what you guys think about that as well. Thanks for your time
  4. 1. How can i make reveal map in skirmish? 2 .How can i make V4 rocket when launched will follow target on patch 1.12, as patch 1.0?
  5. zunnie

    Medical Center

    Medical Center Assault Medical Center is a map designed by MPF Games with an Assault type of game in mind. It features a cool looking Medical Center which GDI has to protect at all costs for 40 minutes while Nod has 40 minutes to destroy it. The Medical Center GDI's most important Medical Center is centered on this map where wounded soldiers are treated, medicine are developed and tiberium research is done. At mapload a timer will initialize for 40 minutes within which Nod must attempt to Assault the Medical Center and destroy it. GDI must protect the Medical Center above all and prevent its destruction or lose. When the timer of 40 minutes runs out and the Medical Center has not been destroyed by Nod, then GDI wins. If Nod succesfully destroys the Medical Center then Nod will win the game. Scientists and Nurses Inside the Medical Center are working several Scientists and Nurses, GDI should absolutely not kill them. For every friendly kill of a Scientist or Nurse your points will be dropped by -1000 and your money will be reset to 0 credits. Nod however can kill them at will The GDI Base GDI has three Advanced Guard Towers defending the Medical Center. One at the leff, middle and right of the base accompanied by Guard Towers. There is a Barracks, Tiberium Refinery, Power Plant, Helicopter Pad and a Weapons Factory. The Weapons Factory only produces Humm-vee's and Harvesters, all other vehicles are disabled from the Purchase menu. The Nod Base All Nod buildings are invulnerable and cannot be killed by GDI. The sole and only purpose is to defend and attack the Medical Center. There are no limitations to the Purchase options for Nod. GDI Vehicles Although the Purchase menu has most vehicles disabled, it is not that GDI won't have any good armor: At the Weapons Factory spawn 3 Mammoth Tanks, 4 Medium Tanks and 2 MRLS's. At the Helicopter Pad spawns 1 Orca. At the Medical Center spawn 2 Ambulances and 1 Medevac Helicopter. when killed they respawn 1 minute after. These vehicles are Team Locked to GDI meaning that Nod cannot steal them until at least one GDI has entered them before abondoning it. Ambulances and Medevac Helicopters Ambulances repair all units within a radius of 25 meters by firing its weapon. It will sound a sirene when done so. The Medevac Helicopter refills the health and armor of every Passenger that enters it. Teamwork This map requires very good teamwork for both teams to win. Use the tunnels as Nod to your advantage in taking out the (Advanced) Guard Towers. During the testing phase with more than 30 players at a time both GDI and Nod have won multiple times and the balance seems to be relatively alright. Thanks for reading! Video and Screenshots below:
  6. There is a new tab at the top of the page, its our new Member Map. You can now display your location on this map for other members to see. Its powered by Google Maps, so if your familiar with that than you should be able find your way around this one You must be registered on our forums to add your marker to the map You can quickly view any friends that have added themselves You can change/delete your location at any time
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