Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Originally Posted by: klingondragon I can help with 2:
In scripts go to Player > Science Then grant whichever science you want them to have. Doesnt work. The Powers dont show up on the General Promotion Menu, Command Centers (Player1Start Too) and on the side.
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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 only other way I can think of would be to make an map.ini which edits the player templates to give people inherent science. Or you could make a edit a civ building and give it a commandset where you can buy the sciences for free. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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would map.ini transfer on Online Matches?
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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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yes, and no. It transfers but sometimes you get a mismatch error. Usually if you try to play the map again with the same people (people who already have it) it should run fine (I'm not sure about the faction editing though). |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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So ive been reworking my map and ive decided to decrease the ammount of things for player0 by changing command buttons on the structures. Could you please provide me an example on how to script the command buttons on only the structures owned by player0 or only the pre-built structures.
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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 don't think that's possible (definitely not through scripting).
'Remove a command button from units of type' would do so for all players. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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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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Maybe. Is this a mission map?, or a skirmish map? |
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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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Simply: No.
Actually: depends on the map. With a lot of coding and trickery, you could botch it. If I were to do it, I'd edit the boss faction: Modify the boss to be the same as whichever faction player0 is. Then make the changes you want to make to the boss. (You'd have to do this rather than create new objects (as build costs and times can't be created in a map.ini)). |
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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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Herobrine24, do not use map.ini on skirmish maps, I have a solution for you. You can use the Boss faction buildings for player0, that way you can modify the Boss faction structures without messing with the other factions. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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how could i modify the boss faction into AirForceGen or any other USA Gen
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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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With an extra-ordinary amount of effort.
You'd have to modify all the commandsets, commandbuttons, and objects.
This is probably not a good project for someone with little modding or map.ini experience.
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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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Ok, Well, as I said above, you'll need to edit the commandbuttons, commandsets, and objects.
I'd advise creating brand new commandbuttons, and commandsets (duplicating the faction's and modifying them); and take each structure (there should be no problem using the original faction's units) one by one, remove all the old modules, then add the new modules (with their old module tags with a unique suffix (e.g.: '_Override'), fill in the non module information (commandset, geometry, kindofs, etc.).
It'll be difficult; and likely, if not done correctly, mess up your map. |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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i made a copy of the current state of the map for safety. I found this tutorial on how to do this if it were a mod. Would it apply for the ini aswell? And what should be the structure of the ini, i mean start, stop, {}, etc.
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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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Quote:Would it apply for the ini aswell? Yes and no. The main difference between mods and a map.ini is how to deal with modules. In a mod: you just add remove or change it directly. In a map.ini: you have to use special add remove and modify tags (there are tutorials about this on the forums). The structure of the ini: When you open something (object, commandbutton, module, etc.), everything inside should be indented by 2 spaces. And use a simple 'End' tag to close it. e.g.: Code:
CommandSet Exapmle_Command_Set
1 = Example_Command_1
2 = Example_Command_2
14 = Example_Command12
End
Object Example_Unit
Behaviour = ExampleBehaviour01 ModuleTag_01
Do = Something
Code = here
More
Do = Something_Else
End
End
End
Edited by user Wednesday, February 1, 2017 2:48:06 PM(UTC)
| Reason: BB code |
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Private Joined: 11/20/2016(UTC) Posts: 31 Thanks: 3 times
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Is there a list of possible values like Command_ConstructAmericaVehicleHumvee?
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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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Yes(ish).
Opening commandset.ini and/or commandbutton.ini should give you what you need. |
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