Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Hi,
Im making a map that features 7 players fighting together against an 8th player with a big base that is well protected and has pre built buildings and defences from all generals (USA,China,Laser,Stealth,etc). My problem is that i can't transfer all of those to the 1st Player. Forcing the 1st player to capture all of those buildings would only be time consuming and he would also need to build the defences himself, which would be around a 100 structures.
Does anyone know how to transfer those things to the 1st Player?
(It's a multiplayer map, not a skirmish map.)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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If you want to fight against an AI:
What you're talking about is an AOD map. What you could do is create a new player in WB (set them as GLA) and give all those buildings and units to that player. Then when you play the game make sure the player is in the right starting position with the right faction.
If you want to fight against a human:
Use a script to transfer everything to 'player0' (i.e.: the host (the person first in the game lobby)) |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Originally Posted by: klingondragon If you want to fight against an AI:
What you're talking about is an AOD map. What you could do is create a new player in WB (set them as GLA) and give all those buildings and units to that player. Then when you play the game make sure the player is in the right starting position with the right faction.
If you want to fight against a human:
Use a script to transfer everything to 'player0' (i.e.: the host (the person first in the game lobby)) And how do i get player0?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Type it.
It isn't in any drop down list.
I'd put all those buildings on a team belonging to a civ player then use transfer control of team 'that team' to player 'player0' |
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1 user thanked klingondragon for this useful post.
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Originally Posted by: klingondragon Type it.
It isn't in any drop down list.
I'd put all those buildings on a team belonging to a civ player then use transfer control of team 'that team' to player 'player0' Thx it worked but is there a way to not get a command center at the start for Player 1?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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the most common way is to move the player start off the map (or to a corner). you could also change the active border to move the command centre off the screen.
However it would still be counted for victory conditions.
This can be avoided by introducing your own victory scripts. |
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1 user thanked klingondragon for this useful post.
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Originally Posted by: klingondragon the most common way is to move the player start off the map (or to a corner). you could also change the active border to move the command centre off the screen.
However it would still be counted for victory conditions.
This can be avoided by introducing your own victory scripts. Thx for the help, i might have more questions later.
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Ive tried to destroy the Command Center outside the map with the water raise with damage script but while the water is rising the game drops to 5 FPS.
If there is no way to prevent that from happening, could you explain to me how to make Victory Scripts?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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if (whatever condition) then (multiplayer > announce victory) |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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I made it:
*** IF ***
Everything belonging to Player "player0" has been destoryed.
*** THEN ***
Show "Victorious" window and end game.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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and if you want to destroy the off map CCs, I'd suggest using some system objects that cause damage (e.g. nuke weapon objects).
Then again you could probably make a map.ini that would remove the faction's starting buildings and units (although this might mess up later skirmish games and/or not work online at all) |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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How could i explode a bomb next to the CC?
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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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Or you can use this command line in a script:
All of Player 'Player1''s buildings and units are dealt a lethal amount of damage.
It's in Player -> Damage or Remove -> Kill a player
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Originally Posted by: Herobrine24 How could i explode a bomb next to the CC? Simple: Open objects, Go to civilian > system, Place your weapon. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Originally Posted by: klingondragon Originally Posted by: Herobrine24 How could i explode a bomb next to the CC? Simple: Open objects, Go to civilian > system, Place your weapon. I tried that with the Nuke Missile but i dont know how to make it blow up. Enabling Targeting and Selection and shooting it doesnt work.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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it should just explode on game load |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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When I tried it before I used the bioknor (don't know hot to spell it and I can't check now) rocket from the USA mission. That exploded when I loaded the map. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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The Fuel Bomb worked.
But there are 2 problems that i still have.
1. Entities like the Tank Hunter or the Strategy Center show me their Readiness timer where the Super Weapons are shown with the "Missing" Form
2. Is there a way to give the 1st Player All Promotional Powers at game start from every faction and subfaction?
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I can help with 2:
In scripts go to Player > Science Then grant whichever science you want them to have. |
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