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    posted a message on Is it legal to have a C&C mod?

    Yea i was wondering if it was illegal to make a mod thats called NodvsGdi where it would be the same units from C&C but nothing would be like called things from C&C so it wouldnt be breaking a copyright code or something. If lets say i named a unit called a Light Tank could i be sued or like is this legal. Ive made a huge C&C mod combining renegade with some other C&C units.

    Posted in: General Chat
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    posted a message on P19 error?

    Yea so i was editing my map and when i went to go test it, all of a sudden absolutley nothing started working. Like every building will create a unit but will stop at its max timer so like my marine 15/15 and it just sits there. I have no clue what p19 is but it says that theres an error with p19 when i click on open map. If some1 could help thatd be great cuase my entire map crashed. I mean even regular buildings i didnt edit arnt even able to make units now.

    Posted in: General Chat
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    posted a message on Implementing Lasertank Problem.

    So ive been trying to develope this tank for awhile but ive come across only 1 problem. This tank is impossible to make it selectable with other units... Its model has no properties and im just trying to modify it by duplicating a siegetank and modelswaping it just for a first trial and stuff, It had worked great until i found it its impossible to select with other units.

    If some1 can please help me in figuring this out ill give ya props

    Posted in: Data
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    posted a message on Wheres the chat client for the site.

    Yea i can never find the chat clients of sites like this. I randomly find it in the wierest places but i cant find it i know some1 knows where it is.

    Posted in: General Chat
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    posted a message on How do you Modify Buildings Height width and stuff.

    I do it easily in cortex command but i cant find a way in sc2 galaxy editor to make buildings look differently. I think theres a scale editor but i also want to change the way they face.. any1 know?

    Posted in: Data
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    posted a message on How to Duplicate with new weapons?

    Yea i have a huge ass problem. So i have a ground unit that uses the longbolt missile and hes a rocketman. Next i want to use the Missile turret itself as a Sam Site. I have no clue how to fix this-

    Every time i change something even the weapon the sam site uses, it changes the rocketmans values also. How do i change this so i can modify the Missile Turret and start it off with a new weapon?

    Posted in: General Chat
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    posted a message on Missile Turret Duplication problem

    Im having no way to create two seperate units that use the longbolt missile. Ive tried duplicating the missile beforehand so theres copys of its actors and effects, but it keeps screwing up and combining my rocketsoldiers damage with the same damage and stats as my sam site. Can some1 help on what to do?

    Posted in: Data
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    posted a message on Tiberium Sun Mod-Entire list+errors

    I fixed it i deleted the extra effects. For some reason the duplicator is making alot of copys and things that im not making or clicking to create. Its making a huge extra list that i have to keep deleting oh well.

    Posted in: Data
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    posted a message on Tiberium Sun Mod idea-Needs help!

    So ive been working alot on this mod but i cant seem to get anywhere. Ive finally gotten 2 objects finished but heres my setlist im working on along with the models i want to use............................................................... The * means its done the @ sign means theres a problem............................................................................ If any1 wants to help comment or add or message me

    NOD-NOT EVEN DOOMUSIC

    NOD-structures

    @Nod Builder-not everything is completed only has a few buildings. Its a probe, and i think i want to make it go terran

    Nod Refinery-would use automated refinery maybe a harvestor maybe not.

    Nod Silowould gain extra stuff wtihout having to mine tiberium

    Nod Nuclear Silo-it will be a twilight council tinted red thats the nuclear silo with a modelswap and can hold 1 nuke

    Hand of Nod-nod barracks will be a barracks modelswapped with engineer bay and requires no tech reactor

    Nod Airstripwill be a starport with no height but it is stretched out. Can call in Apaches and bombers too

    Wall Verticali like the perimiter walls from cortex but idk how to get em

    Wall South-^

    @Defensive@

    • NodTurret-done -kills tanks

    Nod Obelisk-ive done this in cortex but im thinking of a way to make a turet really high tinted red and can fire draken drill beam-owns tanks

    Nod Laser Turret-this will hurt infantry because the nod turret and obby are slow firing

    Sam Site-missile turret of course

    UNITS

    @Nod Chaingunofficernot added to a barracks dont know how-Marine model

    Black HandCarrys thermallances with less damage maybe make it only 1 attack Also will cloak and use spectre model

    • Nod Rocket-trooper-Marauder that does good against tanks only.

    Nod RiflemanRegular all purpose Marine model

    Engineer--Medic that bareley heals troops but fixes tanks and buildings

    Templar-Unit that fires roach weapon constantly and owns troops. Specter with roachweapon-acidsaliva detectors and short cloaking

    Kane-maybe but probably not. He survives ion cannons too easily

    Stealth tankSiege breaker with cloak and devastator missile

    Light tankRescaled siege tank with no siege mode and a fun little gun

    Attack Buggy-Hellion With sped up guass rifle and damage against infantry

    Rocket Buggyrescaled vulture with vulture weapon and more speed

    FlametankMaybe-model idk

    Artillary tank-maybe because nod needs better vehicle killers-model idk

    Apc--i cant remember what model or unit is exactly this

    Air-

    Apache--would use guass rifle with heavy impact shells for everything-banshee model

    Heavy BomberWraith with a good building destroyer shell for fun

    Gdi-Global Defensive Initiate

    Troops

    ChaingunOfficersame useage as nod has-marine model

    Builder-Not sure what to use maybe probe or scv

    Zone TroopersShocks the hell outa anything even tanks and detects- marine armored model-cloaking ability

    Rocket trooper-Uncostly easy rocketmen-Marauder Model

    Sniper-Anti-troop same as nod different color-ghost model

    RiflemenBasic fodder unit same as Nod-marine model

    Special Ops-uses tiberium/hydra weapon gun to own Nod guys-specter model-small coaking ability

    Engineersame as nod

    MobiusMaybe opposite of Kane and has super good zone trooper gun-Civilian model or marine tinted white

    Buildings

    Gdi Builder-not sure yet

    Gdi Refinery-would use automated refinery maybe a harvestor maybe not. -mules

    Gdi Silowould gain extra stuff wtihout having to mine tiberium

    Gdi Super Silo-it will be a biodome that can build a mothership. The purifier beam will recharge and the unit will be invincible unless biodome dies.

    Gdi Barracks-Gdi barracks will be a barracks modelswapped with Garage and requires no tech reactor for units

    Gdi Factory-Can build tanks and aircraft. Maybe modelswap with townhouse

    Wall Verticali like the perimiter walls from cortex but idk how to get em

    Wall South-^

    Defensive-

    Advanced G tower-Shoot devastating rocket that owns tanks

    Guard Tower-Infantry can gtfo

    Mobius Tower-multi purpose zone trooper gun tower with medium expenses

    Tanks-

    Medium Tanksiege tank with regular scale but heavy damage and more health+cost than light one

    APC-same as nod model and stuff duo usage

    HumveeDont ask idk what this could be. Maybe super good infantry killer Mammoth tanksiegebreaker with regular weapon no siege and a longbolt missile that hits air units

    Rockettank-longrange Gdi Artillary but very weak

    Air-

    Falconry-air unit that is just like apache but uses a single rocket attack and is weak on infantry

    Orca Bomberair unit that bombs the hell out of a place but quite expensive and better than heavy nod bomber

    As you can see soloing this project will take along time. If anyone is interested on joining go ahead and post below along with comments and stuff. I think this would be a kickass mod and be awesome to play. Im very new to the editor though and im having a hard time with modelswapping, figuring out what i need to copy and tinting but im working hard at it but need more experienced people to help. Im guessing this mod will be done at the end of summer or late august if i can get some help otherwise i might just trash the idea. Its extreleye easy to make in Rp cortex command but its extremeley hard to make it into an actual map+mod with such little experience.

    Here are my problems so far. -Modifying weapons to different things like bigger missiles instead of the marauder missile.

    Posted in: General Chat
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    posted a message on Tiberium Sun Mod-Entire list+errors

    So ive been working alot on this mod but i cant seem to get anywhere. Ive finally gotten 2 objects finished but heres my setlist im working on along with the models i want to use............................................................... The * means its done the @ sign means theres a problem............................................................................

    NOD-NOT EVEN DOOMUSIC

    NOD-structures

    • @Nod Builder-not everything is completed only has a few buildings. Its a probe, and i think i want to make it go terran

    Nod Refinery-would use automated refinery maybe a harvestor maybe not.

    Nod Silo--would gain extra stuff wtihout having to mine tiberium

    Nod Nuclear Silo-it will be a twilight council tinted red thats the nuclear silo with a modelswap and can hold 1 nuke

    Hand of Nod---nod barracks will be a barracks modelswapped with engineer bay and requires no tech reactor

    Nod Airstrip--will be a starport with no height but it is stretched out. Can call in Apaches and bombers too

    Wall Vertical--i like the perimiter walls from cortex but idk how to get em

    Wall South---^

    @Defensive@

    • @NodTurret-done but theres a huge error and its the wrong model becuase i cant figure out how to use an auto turret-kills tanks

    Nod Obelisk-ive done this in cortex but im thinking of a way to make a turet really high tinted red and can fire draken drill beam-owns tanks

    Nod Laser Turret-this will hurt infantry because the nod turret and obby are slow firing

    Sam Site---missile turret of course

    UNITS

    • @Nod Chaingunofficer--not added to a barracks dont know how-Marine model

    Black Hand----Carrys thermallances with less damage maybe make it only 1 attack Also will cloak and use spectre model

    Nod Rocket-trooper---Marauder with Devastatormissile that does good against tanks only.

    Nod Rifleman----Regular all purpose Marine model

    Engineer------Medic that bareley heals troops but fixes tanks and buildings

    Templar-----Unit that fires roach weapon constantly and owns troops. Specter with roachweapon-acidsaliva detectors and short cloaking

    Kane-------maybe but probably not. He survives ion cannons too easily

    Stealth tank----Siege breaker with cloak and devastator missile

    Light tank----Rescaled siege tank with no siege mode and a fun little gun

    Attack Buggy---Hellion With sped up guass rifle and damage against infantry

    Rocket Buggy----rescaled vulture with vulture weapon and more speed

    Flametank----Maybe-model idk

    Artillary tank-----maybe because nod needs better vehicle killers-model idk

    Apc------i cant remember what model or unit is exactly this

    Air-

    Apache------would use guass rifle with heavy impact shells for everything-banshee model

    Heavy Bomber----Wraith with a good building destroyer shell for fun

    Gdi-Global Defensive Initiate

    Troops

    ChaingunOfficer--same useage as nod has-marine model

    Builder-----Not sure what to use maybe probe or scv

    Zone Troopers--Shocks the hell outa anything even tanks and detects- marine armored model-cloaking ability

    Rocket trooper-Uncostly easy rocketmen-Marauder Model

    Sniper-----Anti-troop same as nod different color-ghost model

    Riflemen----Basic fodder unit same as Nod-marine model

    Special Ops---uses tiberium/hydra weapon gun to own Nod guys-specter model-small coaking ability

    Engineer----same as nod

    Mobius----Maybe opposite of Kane and has super good zone trooper gun-Civilian model or marine tinted white

    Buildings

    Gdi Builder-not sure yet

    Gdi Refinery-would use automated refinery maybe a harvestor maybe not. -mules

    Gdi Silo--would gain extra stuff wtihout having to mine tiberium

    Gdi Super Silo-it will be a biodome that can build a mothership. The purifier beam will recharge and the unit will be invincible unless biodome dies.

    Gdi Barracks---Gdi barracks will be a barracks modelswapped with Garage and requires no tech reactor for units

    Gdi Factory---Can build tanks and aircraft. Maybe modelswap with townhouse

    Wall Vertical--i like the perimiter walls from cortex but idk how to get em

    Wall South---^

    Defensive-

    Advanced G tower-Shoot devastating rocket that owns tanks

    Guard Tower-Infantry can gtfo

    Mobius Tower-multi purpose zone trooper gun tower with medium expenses

    Tanks-

    Medium Tank--siege tank with regular scale but heavy damage and more health+cost than light one

    APC-----same as nod model and stuff duo usage

    Humvee----Dont ask idk what this could be. Maybe super good infantry killer Mammoth tank--siegebreaker with regular weapon no siege and a longbolt missile that hits air units

    Rockettank---longrange Gdi Artillary but very weak

    Air-

    Falconry---air unit that is just like apache but uses a single rocket attack and is weak on infantry

    Orca Bomber--air unit that bombs the hell out of a place but quite expensive and better than heavy nod bomber

    As you can see soloing this project will take along time. If anyone is interested on joining go ahead and post below along with comments and stuff. I think this would be a kickass mod and be awesome to play. Im very new to the editor though and im having a hard time with modelswapping, figuring out what i need to copy and tinting but im working hard at it but need more experienced people to help. Im guessing this mod will be done at the end of summer or late august if i can get some help otherwise i might just trash the idea. Its extreleye easy to make in Rp cortex command but its extremeley hard to make it into an actual map+mod with such little experience.

    Here are my problems so far. With the turet i get these errors and i think their from duo models or actors firing at the same time. Nod Turret Firing-date configuration error actionimpact message arrived before command /warning can only create one cactoractionper per effect

    Posted in: Data
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