Private Joined: 2/22/2014(UTC) Posts: 13 Location: Skane Thanks: 1 times
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Is there a way you could limit how many of a certain structure a certain player can have on multiplayer (aka not editing the .ini file) such as not making them able to build more than 5 black markets or 3 arms dealers or such.
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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This would work to an extent, however, it would disable all building powers......
*** IF *** Player 'GLA' has Equal To 5 unit or structure of type 'GLABlackMarket' *** THEN *** Player 'GLA' is unable to build buildings.
*** IF *** Player 'GLA' has Less than 4 unit or structure of type 'GLABlackMarket' *** THEN *** Player 'GLA' is able to build buildings.
When it comes down to specifics though, I looked around and couldn't find anything in particular. There is a way to do it, but I've never thought of that xD. I'm sure someone would know!
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Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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Colonel Joined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Originally Posted by: Zero Hour Mad Map Maker This would work to an extent, however, it would disable all building powers......
*** IF *** Player 'GLA' has Equal To 5 unit or structure of type 'GLABlackMarket'
If this condition works inmultiplayer maps then you could work with adding/removing command buttons from the dozers/workers.
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Private Joined: 2/22/2014(UTC) Posts: 13 Location: Skane Thanks: 1 times
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I've gotten the Black Markets to sort of work. The cameo flickers at rare times, especially just after you've selected a worker. But when Black Markets are enabled they become properly buildable. You still have time to bypass the script and build more Black Markets though if you just spam the shortcut button to select the Black Market. This is what I did.
*** IF *** Player 'player2' has Less Than 5 unit or structure of type 'GLABlackMarket' *** THEN *** 'GLABlackMarket' becomes Buildable (Yes)
*** IF *** Player 'player2' has Greater Than or Equal To 5 unit or structure of type 'GLABlackMarket' *** THEN *** 'GLABlackMarket' becomes Buildable (No)
Another issue I have is that I also want to limit hackers to 8 in total. But this could be exploited by just killing one of your hackers, and then build 9 more, due to the script not triggering as long as the hacker hasn't been fully constructed yet. This is what I did.
*** IF *** Player 'player0' has Less Than 8 unit or structure of type 'ChinaInfantryHacker' *** THEN *** 'ChinaInfantryHacker' becomes Buildable (Yes)
*** IF *** Player 'player0' has Greater Than or Equal To 8 unit or structure of type 'ChinaInfantryHacker' *** THEN *** 'ChinaInfantryHacker' becomes Buildable (No)
Strangely enough the hacker cameo doesn't flicker like the Black Market does. Help with any of these problems would be appreciated.
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Another Way is to use map.ini and I think MaxSimultaneousOfType , Yap . It will work like a superweapon limitation . Here is an Example : Code:
Object Slth_FakeGLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
Object Slth_GLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
By this Player can not Order 4 or 5 Black Markets and then after Finishing 1 of them then Player Becomes Unable to Build more . Edited by user Monday, May 22, 2017 9:47:40 PM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: Unknown Editor Another Way is to use map.ini and I think MaxSimultaneousOfType , Yap . It will work like a superweapon limitation . Here is an Example : Code:
Object Slth_FakeGLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
Object Slth_GLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
By this Player can not Order 4 or 5 Black Markets and then after Finishing 1 of them then Player Becomes Unable to Build more . Map.ini in a multiplayer map will cause mismatches. Not a good ideia here. |
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Private Joined: 2/22/2014(UTC) Posts: 13 Location: Skane Thanks: 1 times
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Originally Posted by: SkyMix_RMT Originally Posted by: Unknown Editor Another Way is to use map.ini and I think MaxSimultaneousOfType , Yap . It will work like a superweapon limitation . Here is an Example : Code:
Object Slth_FakeGLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
Object Slth_GLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
By this Player can not Order 4 or 5 Black Markets and then after Finishing 1 of them then Player Becomes Unable to Build more . Map.ini in a multiplayer map will cause mismatches. Not a good ideia here. Yeah, I will not be able to change the map.ini when playing online. Anyone with another idea?
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Originally Posted by: SkyMix_RMT Originally Posted by: Unknown Editor Another Way is to use map.ini and I think MaxSimultaneousOfType , Yap . It will work like a superweapon limitation . Here is an Example : Code:
Object Slth_FakeGLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
Object Slth_GLABlackMarket
MaxSimultaneousOfType = 1
MaxSimultaneousLinkKey = BlackMarket
End
By this Player can not Order 4 or 5 Black Markets and then after Finishing 1 of them then Player Becomes Unable to Build more . Map.ini in a multiplayer map will cause mismatches. Not a good ideia here. We can't Actually say "WILL" , I have played with map.ini sometimes that I got bored of a regullar Game . That's Right that there is 50% to get a mismatche but there is always a chance for any Errors . Lots of times , I got mismatches in ini-Less Maps even Officials . But anyways , If I found any better ways , I'll notice You |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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You've played online with map.ini before? We're talking about multiplayer here not skirmish. |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Sorry For Being OffLine for this 3 Days . Yap , I've Played with it By "Game Ranger" ; First It Sends the .map and Then .tga and then map.ini and map.str and then I don't know Why but Sometimes It'll Take a Mismatch at the Game Start , Other Hand it will Work Correctly , However I've Gotten lots of Mismatches in the Games I've Played even In Official maps , I don't know why maybe Their Hardwar Can not Support the Game Like mine and Mine Like Others and also it Happens aLot when There are too Many Units . For example Once I was About to Attack my opponent with 200 units and then Mismatch Detected Edited by user Saturday, May 27, 2017 3:42:17 AM(UTC)
| Reason: Changing :-( with :-( |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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