gazza22
  • gazza22
  • 99.75% (Exalted)
  • Captain Topic Starter
17 years ago
hi i am trying to make a no rush map but i cant but the airfields on a timer so they cant build untill 8 mins can u help
plz

g.Threlkeld
Sponsor
Drummin
17 years ago
Three scripts...
You'll find the scripts under Map/Modify/Adjust the tech tree for a specific object type.

No Air
*** IF ***
    True.
*** THEN ***
   'AmericaAirfield' becomes Buildable (No)
   'AirF_AmericaAirfield' becomes Buildable (No)
   'Lazr_AmericaAirfield' becomes Buildable (No)
   'SupW_AmericaAirfield' becomes Buildable (No)
   'ChinaAirfield' becomes Buildable (No)
   'Infa_ChinaAirfield' becomes Buildable (No)
   'Nuke_ChinaAirfield' becomes Buildable (No)
Air Timer
*** IF ***
    True.
*** THEN ***
  Set timer 'ActivateAir' to expire in 480.00 seconds.
Build Air
*** IF ***
    Timer 'ActivateAir' has expired.
*** THEN ***
   'AmericaAirfield' becomes Buildable (Yes)
   'AirF_AmericaAirfield' becomes Buildable (Yes)
   'Lazr_AmericaAirfield' becomes Buildable (Yes)
   'SupW_AmericaAirfield' becomes Buildable (Yes)
   'ChinaAirfield' becomes Buildable (Yes)
   'Infa_ChinaAirfield' becomes Buildable (Yes)
   'Nuke_ChinaAirfield' becomes Buildable (Yes)
Amaurus
17 years ago
thats a bit well unfair because well WHAT would you do for 8 min since you cant make your armies. Wouldnt it be easier to make some sort of invisible wall that no one can get by and make a timer that lasts 8 min and after that make the invisible wall disappear?
Hey your base is on fire.
Drummin
17 years ago
Yes, I believe I had read a post by Me Myself and Pi on how you can make a water area set at a height of 1000 feet which would block units and still be hidden from view. So by adding new water area (If you've read gazza22's other post about using water to block units) across the map and set the original height at 1000 then use the timer he already has to drop the water wall that should work to block both ground and air units.
Me Myself and Pi
17 years ago
Even if you put the water terrain really high, air craft will still go under it. There is no way to stop air craft from going to any area of the map. But Amaurus, It's really not that unfair because when the players can, they can build an air field & load it up pretty quick, as long as they've stock piled their money to do so.

http://www.cncmaps.com/index.php?automodule=downloads&showfile=306 

One note, is that I just did not allowed the air force general to build a strategy center so that he couldn't use carpet bombs. After a few minutes, he could build supply drop zones without the center & the upgrades were available on the war factory. But now, it was just recently discovered, I think by Drummin, that you can refer to each player in the game. So then just using an action, you can disable the carpet bomb Generals Power with a script like this:

*** IF ***
True.
*** THEN ***
[???] Player 'player0' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player1' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player2' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player3' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player4' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player5' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player6' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.
[???] Player 'player7' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Disabled'.


(Player/Science/Set science availability.)

player0, player1, player2, ect... refer to the players in the game by which they are listed in the game room. So the host, being in the first slot, is always player0, the player in the next slot is player1. Also, you can see 3 little question marks in the actions when you type in the players, just ignore them.

So after a specific time, you can re-enable the carpet bomb so the air force general can choose it.

Also, I removed the command buttons from the chinooks so that the players won't be able to unload them on the other side of the river.
Drummin
17 years ago
While I'd love to take credit, the technique for transferring or scripting for any player with scripts in the PlyrCivilian folder was discovered by Fleetatks.
Me Myself and Pi
17 years ago
Oh, that's right.
CommieDog
17 years ago

No Air

*** IF ***
    True.
*** THEN ***
   'AmericaAirfield' becomes Buildable (No)
   'AirF_AmericaAirfield' becomes Buildable (No)
   'Lazr_AmericaAirfield' becomes Buildable (No)
   'SupW_AmericaAirfield' becomes Buildable (No)
   'ChinaAirfield' becomes Buildable (No)
   'Infa_ChinaAirfield' becomes Buildable (No)
   'Nuke_ChinaAirfield' becomes Buildable (No)

Drummin wrote:


So you're going to allow the Tank General to rush with aircraft?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
gazza22
  • gazza22
  • 99.75% (Exalted)
  • Captain Topic Starter
17 years ago
thanx but i play generals only.

[EDIT: There's no need to copy a post from a new topic you created -- CommieDog]
g.Threlkeld
Drummin
17 years ago
It's interesting CommieDog, when selecting the buildings in the "Edit Object Parameters" window, Tank_ChinaAirfield is not listed. I should have added it manually to the posted script. I almost always add an Object list to my PlyrCivilian folder, so my script would read 'Airfield' becomes Buildable (No).

I guess he's using Generals so it doesn't matter anyway.

gazza22, did you download the map by Me Myself and Pi? I'm sure he covered many of these issues. But then again it's for Zero Hour. I don't know if you have a ZH World Builder.
paimail
17 years ago
if you want to stop anything from passing an certain area u only need to make an killzone

if any unit exists inside area "whatever"
'then'
kill evrything inside area "whatever"

Not sure this is corect....
UserPostedImage 
CommieDog
17 years ago

It's interesting CommieDog, when selecting the buildings in the "Edit Object Parameters" window, Tank_ChinaAirfield is not listed. I should have added it manually to the posted script. I almost always add an Object list to my PlyrCivilian folder, so my script would read 'Airfield' becomes Buildable (No).

Drummin wrote:


That's because Tank_ChinaAirfield mistakenly has Side=China set instead of Side=ChinaTankGeneral. My guess is that causes Tank_ChinaAirfield to be listed with the vanilla China buildings instead of those of the Tank General.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
gazza22
  • gazza22
  • 99.75% (Exalted)
  • Captain Topic Starter
17 years ago
yer i have got the game zero hour but i dont play it much. yer i got ZH World Builder as well.
g.Threlkeld