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Player - Owns - Player has (comparison) kind of unit or structure in an area
Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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Hi, So I have been trying to figure out what all these things in this option mean, as I think its the answer to my scripting. Player - Owns - Player has (comparison) kind of unit or structure in an area.
I have 2 scripts, 1. If player0 has units in area "Finish Game" Then Market is transferred over to player0
2. If player0 has Equal to 0 unit or structure with Kind is STRUCTURE in the area "Finish Game" Then Market is removed from this world.
My Problem, I wanted the player to get a free market (which is off the map, outside the border - this part works perfect), player0 gets this "invisible market" now if he loses all his buildings, he wont die as this market is still his and is off map, so I made the 2nd script to destroy the market. The problem now occurs, if the player has a defensive building, or garrisoned a civilian building or has a reinforcement pad in his control AND has NO BUILDINGS or ANY UNITS, he is still alive, until these defence/civilian buildings are destroyed. (A bit like Red Alert, you didn't need buildings to live, just your last unit was enough).
I know its because I used "structure" but I don't know what else to use as I don't know what they mean and I don't have a manual. EA manual isn't so clear as well. I don't mind if the defence keeps you alive, but the civilian buildings, I don't think that makes sense, (I have tried it as well, as soon as you exit the building, you will die as now you don't own any buildings).
Any help plz?
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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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You could use 'MP_COUNT_FOR_VICTORY'. As long as the market doesn't have that as one of its KindOfs (If it does you could try using a map.ini to change the KindOfs). |
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Make an area with the same size of the border and check if the following kindof´s are owned by the player in that area: GARRISONABLE_UNTIL_DESTROYED ; Garrisonable buildings and such TECH_BUILDING ; Oilderricks, reinforcementpads and such TECH_BASE_DEFENSE ; base defense buildings and such SPAWNS_ARE_THE_WEAPONS ; Firebase and stuff There are more options so here are all the kindof´s:
KindOf list: IGNORE_DOCKING_BONES CONSERVATIVE_BUILDING DEMOTRAP EMP_HARDENED TECH_BASE_DEFENSE CANNOT_RETALIATE REJECT_UNMANNED NO_SELECT AIRCRAFT_CARRIER OPTIMIZED_TREE PROP BLAST_CRATER BOOBY_TRAP REVEALS_ENEMY_PATHS MONEY_HACKER CLIFF_JUMPER DONT_AUTO_CRUSH_INFANTRY IGNORES_SELECT_ALL HERO INERT DISGUISER REVEAL_TO_ALL SUPPLY_SOURCE CANNOT_BUILD_NEAR_SUPPLIES SPAWNS_ARE_THE_WEAPONS SHOW_PORTRAIT_WHEN_CONTROLLED HULK IMMUNE_TO_CAPTURE BOAT GARRISONABLE_UNTIL_DESTROYED PARACHUTE PARACHUTABLE SUPPLY_SOURCE_ON_PREVIEW CLICK_THROUGH BALLISTIC_MISSILE CAN_SEE_THROUGH_STRUCTURE DRONE PRODUCED_AT_HELIPAD POWERED TECH_BUILDING AUTO_RALLYPOINT FORCEATTACKABLE LOW_OVERLAPPABLE AIRCRAFT_PATH_AROUND DEFENSIVE_WALL WALK_ON_TOP_OF_WALL ATTACK_NEEDS_LINE_OF_SIGHT ALWAYS_SELECTABLE PORTABLE_STRUCTURE CLEANUP_HAZARD MINE UNATTACKABLE ALWAYS_VISIBLE SMALL_MISSILE CLEARED_BY_BUILD CAPTURABLE CRATE IGNORED_IN_GUI MOB_NEXUS CAN_BE_REPULSED CAN_RAPPEL NO_HEAL_ICON SCORE_DESTROY SCORE_CREATE SCORE REBUILD_HOLE MP_COUNT_FOR_VICTORY DRAWABLE_ONLY CASH_GENERATOR STEALTH_GARRISON HEAL_PAD REPAIR_PAD NO_COLLIDE WAVE_EFFECT WAVEGUIDE NO_GARRISON PRELOAD PROJECTILE BRIDGE_TOWER LANDMARK_BRIDGE BRIDGE TRANSPORT WEAPON_SALVAGER ARMOR_SALVAGER SALVAGER LINEBUILD COMMANDCENTER HARVESTER DOZER HUGE_VEHICLE AIRCRAFT VEHICLE INFANTRY STRUCTURE SHRUBBERY CAN_CAST_REFLECTIONS STICK_TO_TERRAIN_SLOPE CAN_ATTACK IMMOBILE SELECTABLE OBSTACLE FS_STRATEGY_CENTER FS_SUPPLY_CENTER FS_BLACK_MARKET FS_SUPERWEAPON FS_SUPPLY_DROPZONE FS_AIRFIELD FS_WARFACTORY FS_BARRACKS FS_ADVANCED_TECH FS_TECHNOLOGY FS_BASE_DEFENSE FS_FACTORY FS_POWER FS_INTERNET_CENTER FS_FAKE
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Panem et kirkinses |
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Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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Thank you to both, I didn't understand the first answer too much. I managed to get it close to my needs by simply complicating the border area for "Finish Game" but making it come into the oil/tech building and as close as possible to its spawn point. Basically this building is not included in the area anymore.
But it does mean, if someone did have his last building left and built it in the exact same spot then he would lose his market, but I think that is very very rare, 0.01%. I have another question which I have been looking for but I think it's best I start a new topic?
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