《命令与征服™:重制版》

《命令与征服™:重制版》

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[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)
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GameType: TD, TiberianDawnMod
文件大小
发表于
更新日期
2.155 MB
2020 年 6 月 29 日 下午 4:48
2021 年 1 月 2 日 下午 3:24
43 项改动说明 ( 查看 )

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[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)

描述
🛠New Construction Options🛠

This mod provides an new gameplay features, a 📃 RULES.INI file 📃 for Tiberian Dawn & ⚙ Lua event scripting ⚙.

Currently only one C&C code mod can run at once, this mod aims to fix that problem by providing a rules file and a scripting API.

Simply write your mod using this interface instead of editing the source code directly.

****

Features:

Several new gameplay features have been added and some ported from the popular CFEPatch.

Note: All features are enabled by default, you can disable them in the rules file.

  • Rally Points
  • A* Path Finding
  • Multiple Harvesters per Refinery
  • Commando Guard Rule
  • Modern Wall Building

See the Enhancements section in the RULES file.

Mods

This mod allows you to add new units and infantry using just the rules file, no code changes required.

  • Add new infantry types
  • Add new unit types

****

Getting Started:

TL;DR - Setup guide: https://github.com/djfdyuruiry/cnc-td-nco-mod/blob/master/README.md

Complete wiki: https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki

****

Help

If you are having issues with the mod, you can:


****

Rules

Ever wanted gunboats that can cloak and shoot laser beams❓❓❓
How about capturing a Obelisk with an Engineer❓❓❓
Building Temple of Nod as GDI❓❓❓

You can do all this and more!

  • Set distance between buildings (build more than one cell away)
  • Full rules for: Aircraft, Infantry, Units, Buildings, Weapons, Bullets & Warheads
  • Turn off single player constraints, for example: Nod can't build APCs, GDI can't build Temple of Nod
  • Superweapons, AI and difficulty
  • Additional rules for tweaks and cheats and debug options

More rules are planned: change graphics, load additional mix files etc.

Guide on how to edit the RULES.INI file can be found here[github.com].

****

Lua Scripting:

  • Lua 5.3 support
  • Run your scripts when game events happen
  • Get/set rules - affecting units etc. in real-time
  • Control superweapons, credits and the game UI

A guide on how to use Lua Scripts with the mod can be found here[github.com].

****

Links

Project Roadmap can be found here[github.com].

Github Repository[github.com]

I stream coding on twitch: https://www.twitch.tv/djfdyuruiry

热门讨论 查看全部(6)
177
1
2021 年 11 月 5 日 下午 6:17
Bugs
Pretty Good Job So Far
57
2020 年 9 月 27 日 下午 8:20
Suggestions and features
fasciana84
6
2020 年 9 月 29 日 上午 10:03
LUA Event Ideas
uncleuncle
251 条留言
Nhosneruh 3 月 1 日 上午 2:19 
I'm currently "trying" to make a new Warhead and weapon, both offshoots of HE and CHAIN_GUN respectively, to give to the APC as a heavy machine gun with a different power than that of the Guard Towers, I assigned the new weapon to the APC and the new Warhead to the SPREADFIRE bullet, but when the game loads, it just says that the String (in this case the name of my new weapon and warhead) are not recognized as a Weapon and Warhead type.

Checking the nco.log says a different story, showing no errors whatsoever, and even saying that the mod setup was successful (down to showing the exact values I assigned to them.)

Is there anything I'm overlooking, or are there specific file-dependencies for this mod?
Ffabbia 2024 年 5 月 7 日 上午 12:25 
After installing this I found that the AI in campaign mode now has an infinite amount of money, irrespective of whether or not they have any Tiberium or harvesters. I spent around 40 minutes relentlessly destroying their harvesters on A13a and they just kept on building new harvesters seconds later along with waves of tanks and infantry. Their silos were clearly empty, I'd killed maybe 50 harvesters that they kept on sending out by that point
I've played this mission many times and it's never been like that. The only difference was this mod.
SirBorbarad 2024 年 4 月 3 日 上午 1:54 
Somwehow it doesn´t work for me :(
ChilLeR 2024 年 3 月 11 日 下午 6:07 
Thank you, dear Sir!
Dame Puffball 2024 年 2 月 14 日 上午 1:05 
adding secondary attacks to tanks doesn't seem to work. Is that just a limitation of C&C?
Chrono 2022 年 2 月 28 日 下午 5:06 
Not sure why the AI doesn't want to build any vehicles maybe like 1 an hour they build plenty of infantry anyone come across a fix for this ?
Benevolence 2021 年 6 月 24 日 下午 2:44 
ini files are difficult for me!
Destroyer of Worlds 2021 年 5 月 22 日 下午 10:00 
How do you make V2 rocket launcher have a nuclear warhead?
Reilsss 2021 年 4 月 4 日 上午 9:31 
Out of curiose, this this mod allows making new Units, has there anything 'new' been realsed to the public to try out ?
Or are there tutorial how to make units? Example try to add the heavy tank from RA, code wise with a rules probally easy but what about the graphics of a unit?
KotCR 2021 年 4 月 4 日 上午 4:54 
@zerobyte666 Essentially due toe playing the game like a Tower Defense game with the occasional sneak attack is basically the way to go with the way the singleplayer is designed in the original C&C due to the AI playing by essentially a different set of rules to the player, with full Harvester loads, a constant supply of free units, being able to see the whole map, being able to rebuild structures anywhere on the map ignoring adjacency, ignoring the tech tree, yadda, yadda, yadda :p.

But I suppose I should not get too carried away with what a big improvement on the AI and missions Red Alert was over the original C&C :p.