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Offline ZaCkOX  
#1 Posted : Tuesday, December 24, 2013 11:00:00 PM(UTC)
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I didn't receive an inbox either. Was my thread deleted on purpose? Or what happened?
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Offline i^love^mixery  
#2 Posted : Wednesday, December 25, 2013 5:54:32 PM(UTC)
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Strange... yes looks deleted to me. Everything else is still there. There was some spam stuff, maybe they accidently removed your topic alongside that.

You should send a private message to some forum mod/admin.
Offline CommieDog  
#3 Posted : Thursday, December 26, 2013 3:01:05 AM(UTC)
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Yeah, it's possible that I or someone else accidentially deleted your topic. I'm not sure if it's possible to recover it--you'll have to ask MicScoTho.
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CommieDog: Because someone has to do your dirty work for you
Offline ZaCkOX  
#4 Posted : Thursday, December 26, 2013 10:47:44 AM(UTC)
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Well I sent a pm to him.

I was able to resolve some things and I wanted to update about the map scripts:

1. I used "remove command button ConstructAmericaDozer from AmericaCommandCenter" and since the computer is America faction it cannot build a dozer. Thankfully this reduced a lot of lag in my map. The computer won't build so this works out perfectly!

2. Give the computer a lot of money so they won't resign at start.

3. To detect if a computer is playing I just check the currency the player has. It will always have more than what I give it. For example, I give all players 1,000,000 and any difficulty for the computer will add more currency to that number. However this doesn't happen at the load or first frame, it happens after 0.01 timer seconds. I tried every frame with false to disable the script.

Resolve for the AOD frontline why the area checking didn't work:

1. GLASkirmish folder has script (active every frame, and spawn outside the border by waypoint so no player can see it), spawn GLASkirmish glainfantryrebel, deal damage to kill the same unit.

2. Moved the area checking scripts to GLASkirmish folder. Now works, but somehow it doesn't work without the first script? Glitch I assume?

My Hide and Seek Map is moving along nicely. For certain there is no way to give a scud timer to a computer player is there? I tried everything I could think of. But spawning a ScudStorm for the computer player doesn't show a timer and if the computer has another building transferred, it just sells the building. I believe I tried long ago to remove the sell building button and that didn't work. But I also believe back then the button name had a square in front of it making it not work in the script. I will have to retry. I just find it annoying to see the ScudStorm timer disappear after 5 seconds. :(
Offline ZaCkOX  
#5 Posted : Thursday, December 26, 2013 10:22:06 PM(UTC)
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Ok... I am stuck between a rock and a hard place. I need to reset areas to check them properly but the script used to do that requires spawning a unit and killing it. If I have a spawn and kill script in PlayerCivilian folder then I cannot have any scripts in the SkirmishAmerica or else the game has a serious error.

If I have the script in the SkirmishAmerica, it will only work when computers are playing. So what do I do? I cannot add a seeker player as computer unless I can spawn the ScudStorm for them. This means I have to avoid the serious error issue but then the game won't work correctly because the areas never reset either.

Pulling my hair out!

Edit: Just noticed I have 1235 scripts, still adding... didn't think I had that many! HOLY :)

Edited by user Friday, December 27, 2013 1:47:48 AM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#6 Posted : Saturday, December 28, 2013 12:52:07 AM(UTC)
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I could reproduce that error in a test map and have successfully tested this:

Code:

*** IF ***
     Player 'SkirmishAmerica' has Not Equal To  1  unit or structure of type 'AmericaCommandCenter'
*** THEN ***
  Spawn Unit 'asd' of type 'AmericaInfantryMissileDefender' on Team 'teamPlyrCivilian' at waypoint Waypoint 'asd'
   Unit 'asd'is dealt a lethal amount of damage.


So just put a fix script into the folder of the comp too and modify the one in the PlyrCivilian folder like that.

And I have no idea where that crash comes from..

Edited by user Saturday, December 28, 2013 12:53:21 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#7 Posted : Saturday, December 28, 2013 1:21:17 AM(UTC)
ZaCkOX
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Originally Posted by: i^love^mixery Go to Quoted Post
I could reproduce that error in a test map and have successfully tested this:

Code:

*** IF ***
     Player 'SkirmishAmerica' has Not Equal To  1  unit or structure of type 'AmericaCommandCenter'
*** THEN ***
  Spawn Unit 'asd' of type 'AmericaInfantryMissileDefender' on Team 'teamPlyrCivilian' at waypoint Waypoint 'asd'
   Unit 'asd'is dealt a lethal amount of damage.


So just put a fix script into the folder of the comp too and modify the one in the PlyrCivilian folder like that.

And I have no idea where that crash comes from..


Ok I will try this. I was having problems with area checking structure AmericaCommandCenter, hopefully this works great. I'll update after. Thanks, excited to try!

Update: Unfortunately there is some huge glitch causing all kinds of trouble. The code above doesn't work the way I want it too. I still see 2 counters displayed to me when only 1 should show. Because of this, timing is messed up. Some my scripts that worked previously are now false statements.

I am currently trying to find out where the problem lies. No scripts seem to make the counter reduced to 1 display after the SkirmishAmerica folder has a script in it, even if the script is disabled.

Hopefully tomorrow I will have an answer to what script or scripts is causing these major glitches.

Edited by user Saturday, December 28, 2013 3:21:48 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#8 Posted : Saturday, December 28, 2013 12:35:38 PM(UTC)
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Ok, this morning I organized the scripts that check area of a player. Remember Mixery I had player7area5 then player7area4, etc. Well I created new folders, GivePlayer0AreaUnits and inside the scripts are organized back as player0area1, player0area2, etc.

So I deleted the old folder it was called something like StartingScriptsMustBeTriggered.

Then I deactivated a bunch of scripts and after running the map, re-active all the scripts I deactivated.

Now the crazy thing is, I didn't delete or add a script and guess what??? The counter went from displaying 2 back to 1 and all my scripts were true statements again. I am not seeing a glitch now. So strange but how could re-organizing and/or deactivating and reactivating scripts fix the counter glitch? It seems the frames were out of whack because statements like, If player0 in area1 then giveplayer0area1units were not working but now it does?

So strange but it is working without the script of spawning a unit and then killing it.

Edit:

Ok, now it works fine IF I do not add a script to the AmericaSkrimish folder. Even if the scripts are deactivated, the counter display glitch comes back. Also some of my other scripts do not work during this problem. For instance my script that gives everyone 1,000,000 dollars fails to execute and it is a simple script active with every frame, deactivate itself upon success, inside is IF TRUE, player0 gets 1,000,000 player1 gets 1,000,000 etc.

I tried your solution but the counter fails to return as displaying 1. I just see 2 the entire time. This issue is pretty serious as it makes other scripts fail to execute. I am getting very mad. One issue to the next.

Edited by user Saturday, December 28, 2013 1:48:47 PM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#9 Posted : Saturday, December 28, 2013 4:07:56 PM(UTC)
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Did you think about putting all the scripts into one comp folder and have one Idle comp spot on your map (like in aod)?

I guess that would fix most of the issues.
Offline ZaCkOX  
#10 Posted : Saturday, December 28, 2013 5:27:12 PM(UTC)
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Originally Posted by: i^love^mixery Go to Quoted Post
Did you think about putting all the scripts into one comp folder and have one Idle comp spot on your map (like in aod)?

I guess that would fix most of the issues.


But what if there is no computer?

I deleted almost all scripts, left 3. The glitch still exists. There is a script that has if then only in the SkrimishAmerica folder.

In the player civilian folder there is 2 scripts.

1 to set the counter value and enable the other script which displays the counter on screen to players.

Here is the upload: Link

Link didn't work for me, www.zacharystafford.net/Downloads/Hide and Seek GhostTown MakesNoSense.zip

Probably because of the spaces in the filename. You could copy paste the link anyway.

How do I go about stopping the display glitch? Launch the map and you will see two counters displayed on screen instead of one.

Edited by user Saturday, December 28, 2013 5:29:08 PM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#11 Posted : Saturday, December 28, 2013 6:06:16 PM(UTC)
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ZaCkOX use a comp that always is required for the map to work, as in aod.

Stop puttings scripts into both PlyrCivilian and Skirmish folders. It only confuses the game.

For example use a GLA comp for the basic setup and put in a USA comp for each hidder. Stop using PlyrCivilian for scripting.
Offline ZaCkOX  
#12 Posted : Tuesday, December 31, 2013 9:32:52 PM(UTC)
ZaCkOX
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Originally Posted by: I^Love^Mixery Go to Quoted Post
ZaCkOX use a comp that always is required for the map to work, as in aod.

Stop puttings scripts into both PlyrCivilian and Skirmish folders. It only confuses the game.

For example use a GLA comp for the basic setup and put in a USA comp for each hidder. Stop using PlyrCivilian for scripting.


Thanks Mixery. I didn't understand why it glitched but it makes sense now. I tried all I could to avoid the glitch but it seems to think there is 2 player civilians or it just activates twice. Anyway, I am very stubborn and I didn't want a computer spot so I spent the last few days working hard on adjusting and moving scripts. I got it working without adding a computer spot and just removed the timer display script. Instead I use brief messages to tell the seeker how much time they have left. I also removed the timer from the scud storm so the game looks identical when a computer is even used.

Because the scud storm has no timer, I have decided that I will add "Search and Destroy" for hiders. I want players to try to mess with the seeker. The seeker should have no problem hiding buggies or the Jarmen with the main force provided.

Now a new question... is there a way to make a computer player worker build demo traps? I want the unit to build randomly at locations without adding a ton more waypoints. Is this possible?
Offline i^love^mixery  
#13 Posted : Wednesday, January 1, 2014 10:05:45 AM(UTC)
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Building should work fine with these scripts:
SkirmishOnly -> Build -> Build a Building

But you might have to add CombatZone, inner and outer perimeters and the attack paths to the comp base in order to get the scripts to work.

If this fails to work then import the standard AI scripts into an empty map (but add all players first!) and see how the comps are ordered to build a building.

But stay alert: Comps tend to run out of control and build buildings until they run out of cash.

Edit: just tested it and the script you need to use is this:
SkirmishOnly -> Build -> Build on front perimeter

But he just builds a gigantic circle of a few hundred demo traps around his start position lol

Edited by user Wednesday, January 1, 2014 10:27:44 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#14 Posted : Wednesday, January 1, 2014 1:16:55 PM(UTC)
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Originally Posted by: I^Love^Mixery Go to Quoted Post
Building should work fine with these scripts:
SkirmishOnly -> Build -> Build a Building

But you might have to add CombatZone, inner and outer perimeters and the attack paths to the comp base in order to get the scripts to work.

If this fails to work then import the standard AI scripts into an empty map (but add all players first!) and see how the comps are ordered to build a building.

But stay alert: Comps tend to run out of control and build buildings until they run out of cash.

Edit: just tested it and the script you need to use is this:
SkirmishOnly -> Build -> Build on front perimeter

But he just builds a gigantic circle of a few hundred demo traps around his start position lol


Ah, really? :( I was hoping around the map randomly. I will have to test this and then maybe force myself to use a lot of waypoints. When I use command button and force a worker to build I see a red dot and that tells me a demo trap is there. It must be a glitch?

Anyway the map is coming along so good I have quite a lot of fun. I'm getting close to 1500 scripts. It is really cool that the computer can play now.
Offline i^love^mixery  
#15 Posted : Wednesday, January 1, 2014 1:46:41 PM(UTC)
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Yup force building at a waypoint doesn't work :D. Should have pointed that out earlier..

If you find a way to get it to work let me know.

But so far the giant circle seems to be the only thing you can do. Of course you could fake the building process by using another random variable, sending the worker to a random waypoint and just spawning the traps when the worker gets there. But sounds pretty retarded...

I am also curious about the finished map. Really want to see what you did with 27 different random cases. I will join you for a few rounds on your map if I happen to see you online. Currently pretty busy with programming..

Edited by user Wednesday, January 1, 2014 1:48:28 PM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#16 Posted : Thursday, January 2, 2014 8:00:57 AM(UTC)
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Originally Posted by: i^love^mixery Go to Quoted Post
Yup force building at a waypoint doesn't work :D. Should have pointed that out earlier..

If you find a way to get it to work let me know.

But so far the giant circle seems to be the only thing you can do. Of course you could fake the building process by using another random variable, sending the worker to a random waypoint and just spawning the traps when the worker gets there. But sounds pretty retarded...

I am also curious about the finished map. Really want to see what you did with 27 different random cases. I will join you for a few rounds on your map if I happen to see you online. Currently pretty busy with programming..


Spent most of the day adding scripts. I added about another 400.

The red color glitch seems to happen if the fog exists in that area as it is built. I tried to force build in area with no fog and I didn't see red color. So I came up with an idea to make the fog disappear for a second and then post the demotrap right after. It seems to work but haven't fully tested it yet as I am not sure how to make the computer build different waves. Maybe just have to add all the waypoints and different scenarios with different random numbers.

I have suffered a new problem. When units move by script they can possibly go out of the border especially the new created border. Because of this the unit will get stuck on the very edge of the map and do nothing. So far I have only reduced this possibility by making less units go to the edge of the map.

The map is still moving along. I want to get as much done as possible before I upload here. I should be near 2,000 scripts now.
Offline i^love^mixery  
#17 Posted : Thursday, January 2, 2014 9:59:16 AM(UTC)
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The glitch is very simple to explain.

The workers start the building process but do not actually build.

If you build something bigger you will see that there is just a 0% construction site but the worker will never start the actual building process. I tried building right next to the worker. Didnt work either. The only workaround seems to be spawning the demo traps.

About the waypoints causing the units to get stuck: Just use paths instead.

And could you please export all of your scripts (including everything), save them somewhere and check the filesize in bytes on HDD? I am curious if you have more code than I had in my mission map :D

(I am too lazzy to count several hundred scripts.)

Edited by user Thursday, January 2, 2014 9:59:50 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#18 Posted : Thursday, January 2, 2014 12:50:36 PM(UTC)
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Originally Posted by: i^love^mixery Go to Quoted Post
The glitch is very simple to explain.

The workers start the building process but do not actually build.

If you build something bigger you will see that there is just a 0% construction site but the worker will never start the actual building process. I tried building right next to the worker. Didnt work either. The only workaround seems to be spawning the demo traps.

About the waypoints causing the units to get stuck: Just use paths instead.

And could you please export all of your scripts (including everything), save them somewhere and check the filesize in bytes on HDD? I am curious if you have more code than I had in my mission map :D

(I am too lazzy to count several hundred scripts.)


Hmm paths, didn't think of that. I am still working on 4 things:

1. How the seeker's main units move around
2. How Jarmen moves around
3. How to build demo traps randomly
4. How to get seeker to place scan and spy drones to look for hiders

All of which I have started and work somewhat great but not perfect yet. I got the demotraps to build near perfectly. The red color glitch was when the command button construct demotrap was at the same exact waypoint so it would show red for players. Now because I don't have the computer build in the same spot twice it never shows this red glitch.

The .scb file size on disk is: 589,824 bytes

Edit: If units move along a path can they break off? Like if I want humvees to be chased all the sudden.

Edited by user Thursday, January 2, 2014 12:51:38 PM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#19 Posted : Thursday, January 2, 2014 1:10:54 PM(UTC)
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Mine is 1.118,239 Bytes :P

UserPostedImage

xD

1. very complicated, have fun :D
2. make him hunt using ability vehicle snipe
3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint?
4. randomly i guess? use command button on waypoint X

Edit:
Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units.

Have fun lol

Edited by user Thursday, January 2, 2014 1:15:12 PM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#20 Posted : Thursday, January 2, 2014 1:35:27 PM(UTC)
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Originally Posted by: i^love^mixery Go to Quoted Post
Mine is 1.118,239 Bytes :P

UserPostedImage

xD

1. very complicated, have fun :D
2. make him hunt using ability vehicle snipe
3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint?
4. randomly i guess? use command button on waypoint X

Edit:
Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units.

Have fun lol


I don't have a lot of waypoints yet, but once I finish the demo traps there will be tons. I have over 2,000 scripts now. Over 600 in glaskirmish folder and over 1400 in the playercivilian folder. Each demotrap route adds 10 to 15 scripts.

Unfortunately I am not sure how to use subroutine events. If I were to spawn units on a team wouldn't that create an issue with my map design? The units already exist and when killed respawn in their starting area.

I tried to use Jarmen snipe vehicle but because the vehicles are stealthed he won't move and when the vehicles are detected he does. However that type of movement looks like crap. He stops and goes a lot. Right now I have him moves nearest to AmericaVehicleHumvee but cannot get him to shoot yet because he stops moving. I am looking at a timer situation maybe. I will have to test more.

Yes I got the force demotrap building at waypoint to work.
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