precision_bomber
13 years ago
I'm working Custom Campaign Maps for my mod, so far I'm doing well.
I can't wait till I replace the original campaign missions...

There a couple of things I need to ask though.

For UN Campaign Mission 1...

The Second Objective is to Defend the Point for 20 minutes.
The Mission is Completed after 20 minutes has past.

I wanted to have the enemies spawn in waves.

Do I have to have separate timers for each wave to come? Or I can use the timer itself(like say, When the timer is at 14:00 another wave comes in...)?

Also, the challenge here is that you have no air support, no super units, Burton being not trainable from Barracks after dying(since I removed his button), as well as, no Superweapons.


So I need to remove Some Special Powers, namely; the A10 Strike, Spectre Gunship and the Fuel Air Bomb. I am able to make the sciences unavailable, but I don't like still seeing the buttons on the Purchase Science Command Set.

You are not allowed to build Airfields.

The Second Question is:
How can I remove the buttons from the Purchase Science Command Set?

I only found the Remove Buttons for Object Types.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Sponsor
DecliningAtom52
13 years ago
Hi, In answer to your first question, the only condition related to timers is 'expired'. I would recormend that you create a variable that is incremented each time a wave is destroyed, in combination with a timer.

Script: Spawn Wave 1 [ns A D]

If Timer 'WaveTimer' Expired AND 'ATTACKWAVE' = 1
Then Spawn an Instance of Team 'Wave1' at waypoint 'Wave1 Spawn'



Script: Wave 1 End [S A nD] (This should be set to the 'On team Destroyed 100%' event

If 'ATTACKWAVE' = 1
Then Set Seconds Timer 'WaveTimer' to 30.0 AND Increment 'ATTACKWAVE' by 1



Question 2 can be found under Player - Science - Player Science Avalibility - Hidden

Hope it helps.
'As always, Have nice day.' - FPSRussia
Drummin
13 years ago
You can use a counter instead of a timer and have a script that adds or subtracts 1 from the counter. This script is set to reevaluate every second. Once you have the counter setup working, this one counter can control everything... counter reaches 100, spawn team. counter reaches 150, spawn team etc. As noted, this can be a countdown counter. Set the value at some high amount, then subtract. If player survives to zero, they win etc.