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Offline UTD^Force  
#1 Posted : Thursday, January 23, 2014 12:20:32 PM(UTC)
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First of all click on the "place object" Tool and place "TrainEngineAlpine" place it and name it "Train 1".
Then, Place any train car you want and name it Ex:You want to place a Rocket place it and name it "Train 1 Rocket 1" or you want to place a flat place it and name it "Train 1 Flat 1".
After that, Place object "TrainCar04" its the only one that you can garrison your units inside, And name it "Train 1 Passengers 1" for the second car name it "Train 1 Passengers 2" and like that.
Now go to scripts--->Unit--->Set which side of a container.... and choose which side your units will exit, and we are done.
Note:This Won't Work If The Train Is OutSide Of The "Active Border".
If you have any question(s) feel free to ask me :)

Edited by user Wednesday, September 3, 2014 10:09:36 AM(UTC)  | Reason: Fixed a few, ok, many mistakes in spaces.

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thanks 2 users thanked UTD^Force for this useful post.
Gameanater on 1/23/2014(UTC), Omarado on 5/15/2014(UTC)
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Offline zero hour mad map maker  
#2 Posted : Thursday, January 23, 2014 9:11:30 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
First
of all click on the "place object" Tool and place "TrainEngineAlpine"
place it and name it "Train 1".
Then, Place any train car you want and name it Ex:You want to place a
Rocket place it and name it "Train 1 Rocket 1" or you want to place a
flat place it and name it "Train 1 Flat 1
".
After that, Place object "TrainCar04" its the only one that you can
garrison your units inside, And name it "Train 1 Passengers 1" for the
second car name it "Train 1 Passengers 2
" and like that.
Now go to scripts--->Unit--->Set which side of a container.... and
choose which side your units will exit, and we are done.
Note:This Won't Work If The Train Is OutSide Of The "Active Border".
If you have any question(s) feel free to ask me :)


So how do you get the train to move without causing the game to crash :( it's always been a problem with me.
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Offline UTD^Force  
#3 Posted : Friday, January 24, 2014 3:44:16 PM(UTC)
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To
make a train move make a waypoint path and put a train on the waypoint
path. Done for more info visit
This
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Offline UTD^Force  
#4 Posted : Friday, January 24, 2014 3:53:50 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
First

of all click on the "place object" Tool and place "TrainEngineAlpine"
place it and name it "Train 1".
Then, Place any train car you want and name it Ex:You want to place a
Rocket place it and name it "Train 1 Rocket 1" or you want to place a
flat place it and name it "Train 1 Flat 1
".
After that, Place object "TrainCar04" its the only one that you can
garrison your units inside, And name it "Train 1 Passengers 1" for the
second car name it "Train 1 Passengers 2
" and like that.
Now go to scripts--->Unit--->Set which side of a container.... and
choose which side your units will exit, and we are done.
Note:This Won't Work If The Train Is OutSide Of The "Active Border".
If you have any question(s) feel free to ask me :)


of course ,you can place any train car and name it like i explained to
you up there And its really better to place a flat before the rocket. But "TrainCar04" is the only car garrisonable.!!!

Edited by user Friday, January 24, 2014 3:55:59 PM(UTC)  | Reason: Not specified

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Offline menard  
#5 Posted : Friday, August 29, 2014 5:43:19 PM(UTC)
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how to make a two trainenginealpine run in seperated railroads?And i don't know how to use the script of the train to transport units.Thanks in advance...
Offline UTD^Force  
#6 Posted : Friday, August 29, 2014 7:27:35 PM(UTC)
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Originally Posted by: menard Go to Quoted Post
how to make a two trainenginealpine run in seperated railroads?And i don't know how to use the script of the train to transport units.Thanks in advance...


Make two waypoint paths, don't name any of the waypoint paths, place each engine on its waypoint path.
Here is the script, Edit drop down menu> Scripts> PlyrCivillian> New Script> Actions if true> Edit> Unit> Set which side of a container (likely a train) you want the riders to exit on.[334].
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Offline menard  
#7 Posted : Monday, September 1, 2014 1:40:06 AM(UTC)
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i try like what you said the 2 trains running but the train1 fall into the bridge after i delete the Railroad1Tunnel.Is there any tutorial for creating new script without importing the skirmish script?Im must confused how the game engine detect the behavior of easy medium and Hard script?
Offline UTD^Force  
#8 Posted : Monday, September 1, 2014 12:04:28 PM(UTC)
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Originally Posted by: menard Go to Quoted Post
i try like what you said the 2 trains running but the train1 fall into the bridge after i delete the Railroad1Tunnel.Is there any tutorial for creating new script without importing the skirmish script?Im must confused how the game engine detect the behavior of easy medium and Hard script?


I don't understand the first part.
The hard,easy and medium are in the script properties on the left of evaluate script every second or frame, Easy, Normal and hard or brutal.
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Offline menard  
#9 Posted : Tuesday, September 2, 2014 1:55:03 AM(UTC)
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thanks now i know you show me how game engine detect the script when the localplayer playing easy hard and brutal. okay i fix the problem i just rename the waypoint of my TrainEngineAlpine again to Railroad1Tunnel at the entrance of the tunnel and Railroad2Tunnel for bridge entrance.Then i just replace the 2nd TrainEngineAlpine to TrainEngineVerySlow and put on the second railroad with waypoint.Now the two trains worked perfectly to different railroads.Now my next problem is i just want to launch baikonur missile with animation when the script is execute like the neutronmissile of china.Then i want skirmish player america build a multi superweapon after successfully build ParticleCannonUplink.
Offline UTD^Force  
#10 Posted : Tuesday, September 2, 2014 7:19:04 AM(UTC)
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Originally Posted by: menard Go to Quoted Post
thanks now i know you show me how game engine detect the script when the localplayer playing easy hard and brutal. okay i fix the problem i just rename the waypoint of my TrainEngineAlpine again to Railroad1Tunnel at the entrance of the tunnel and Railroad2Tunnel for bridge entrance.Then i just replace the 2nd TrainEngineAlpine to TrainEngineVerySlow and put on the second railroad with waypoint.Now the two trains worked perfectly to different railroads.Now my next problem is i just want to launch baikonur missile with animation when the script is execute like the neutronmissile of china.Then i want skirmish player america build a multi superweapon after successfully build ParticleCannonUplink.


The first problem, you should place a structure in civillian> structure> Baiknour missile or something like that, place that object name it, e.g. Jack, or anything you want, jack is what EA used I think. Anyway, go to scripts> actions if true> Unit> CommandButton> Unit use command button ability, or something close to that, choose launch baiknour missile, for the detonation use another script but, with unit, commandbutton, unit uses command button ability on (an object/ a waypoint). Done. I might have mistakes in spelling "Baiknour". Or a missing/new word in the scripts, sorry I'm using the phone now.
Can you rephrase the other thing you need?
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Offline menard  
#11 Posted : Wednesday, September 3, 2014 12:03:41 AM(UTC)
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here is my map sir try to check the script of skirmish america USA Base Building Build second particle cannon uplink the problem is the script is not working.Then the Baikonur RocketLaunchPad dont start animate when he fired baikonur missile.This map is for CNC Generals Regular.
File Attachment(s):
TRAIN.zip (127kb) downloaded 13 time(s).
Offline UTD^Force  
#12 Posted : Wednesday, September 3, 2014 6:59:19 AM(UTC)
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I'll check it out in a few hours, the problem is I have school so I study (duh). 1 hour on PC a day, 14:59:59:999 Hours a day on phone...
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Offline UTD^Force  
#13 Posted : Wednesday, September 3, 2014 10:08:55 AM(UTC)
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Ok, you have made a good map.
The problem is that you made this script:
Quote:
*** IF ***
Everything belonging to Player 'SkirmishAmerica' has been destroyed.
*** THEN ***
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_1_Start'.
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_2_Start'.
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_3_Start'.
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_4_Start'.

And that is wrong, the right way is this:
Quote:
*** IF ***
Everything belonging to Player 'SkirmishAmerica' has been destroyed.
*** THEN ***
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_1_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_2_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_3_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_4_Start'.

-Be extremely careful that you add a skirmish USA player while playing or the script(s) won't work!
You can make better maps if you use the ZH WorldBuilder.
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Offline menard  
#14 Posted : Friday, September 5, 2014 3:15:36 PM(UTC)
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alright sir the target successfully destroyed but i cant see the baikonur missiles fly while launching.am sorry sir i cant use the zero hour wordbuilder its not working in my cnc generals regular maybe it needs to install the expansion pack zerohour installer.

Edited by user Friday, September 5, 2014 3:40:12 PM(UTC)  | Reason: Not specified

Offline UTD^Force  
#15 Posted : Friday, September 5, 2014 4:57:07 PM(UTC)
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Did you use this:
Quote:
]Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'.


or this:
Quote:
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket' at Waypoint 'Player_1_Start'.

?????
If you used the second one it's not gonna work, the first one will make it work. I've tested it on the regular/vanilla/normal generals and the rocket was using the animation (being launched) as it suppose to be launched.
And did you add a skirmish USA Army?? (not human)?
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Offline UTD^Force  
#16 Posted : Friday, September 5, 2014 5:02:42 PM(UTC)
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I've fixed it for you.
I'll upload it in a few minutes just adding a few sounds.
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Offline UTD^Force  
#17 Posted : Friday, September 5, 2014 5:15:21 PM(UTC)
UTD^Force
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Here, I'm uploading it.
Might take a few minutes.
And I've added this " --- New" near the new scripts that I've made.



Edit: For somereason I couldn't upload it from the phone, sorry you will have to wait 'til tomorrow to upload it from the PC.

Edited by user Friday, September 5, 2014 5:30:08 PM(UTC)  | Reason: Not specified

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Offline menard  
#18 Posted : Friday, September 5, 2014 11:02:46 PM(UTC)
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now its okay it works fine i forgot to add the first one that you told.Now the problem is how to reload again or fill missile the empty BaikonurRocketPad after he Launch the first missile.
Offline UTD^Force  
#19 Posted : Saturday, September 6, 2014 7:02:55 AM(UTC)
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Originally Posted by: menard Go to Quoted Post
now its okay it works fine i forgot to add the first one that you told.Now the problem is how to reload again or fill missile the empty BaikonurRocketPad after he Launch the first missile.


Give me an hour.
I'll check it out, and give you 2 scripts to make the sound sound more real, if you got that sentence...

Edited by user Saturday, September 6, 2014 7:04:14 AM(UTC)  | Reason: Not specified

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Offline UTD^Force  
#20 Posted : Saturday, September 6, 2014 7:13:48 AM(UTC)
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payback
Quote:
*** IF ***
Everything belonging to Player 'SkirmishAmerica' has been destroyed.
*** THEN ***
Unit 'Superspecial' use Ability 'Command_LaunchBaikonurRocket'.
Play Sound 'Cin_BaikonurRocketAmbientLoop'.
Play Sound 'Cin_ScudStormLaunchAlertLoop'.
Set timer 'Detonate the bombs' to expire in 10.00 seconds.
Set timer 'Initiate' to expire in 1.50 seconds.
Set timer 'stop sounds' to expire in 7.54 seconds.

Stop sounds
Quote:
*** IF ***
Timer 'stop sounds' has expired.
*** THEN ***
Sound 'Cin_BaikonurRocketAmbientLoop' is removed.
Sound 'Cin_ScudStormLaunchAlertLoop' is removed.


Initiate
Quote:
*** IF ***
Timer 'Initiate' has expired.
*** THEN ***
Play Sound 'ScudStormInitiated'.


Detonate
Quote:
*** IF ***
Timer 'Detonate the bombs' has expired.
*** THEN ***
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_1_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_2_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_3_Start'.
Unit 'Superspecial' use Ability 'Command_DetonateBaikonurRocketAtLocation' at Waypoint 'Player_4_Start'.
All sound events play at normal volume.


To make it reload, you can try to remove the unit and then you can spawn another one in the same place.

Edited by user Saturday, September 6, 2014 7:14:22 AM(UTC)  | Reason: Not specified

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UTD^Force

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