ninjie
  • ninjie
  • 51.5% (Neutral)
  • Private Topic Starter
17 years ago
I am not new to modding, but I am new to world builder.

First I would like to say thanks to anyone who has the time to respond to my inquiry, no matter how short or lengthy the response happens to be,....if at all =)

That being said. Here is the skinny.

I am starting off simple. I have managed to get the official map Iron Dragon into WB and just want to start out small so here is what I am trying to do.

I want to start out as the USA and have Jarmen Kell as a capturable unit right next to the start point.

Placing Jarmen is no problem, but I cannot seem to do anything but target him. I have tried making the default owner "TeamskirmishUSA" or whatever the actual text is, but I never succeed.

What is the proper sequence for adding a unit and either giving the first player ownership of that unit, or making him capturable?

and again, thanks for any help that can be given.

-Ninjie
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krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago
Please read section 2 and 4 of this tutorial .
UserPostedImage 
Drummin
17 years ago
Yes as Krits post refers to, you can transfer the unit directly to the player using 'player0' to identify the first person or the host of the game. The "transfer unit to player" script line is found under Player/Transfer. As the tutorial explains, you can make different conditions for your script such as checking the start location, which would be helpful in this case. If this is a multi-player map with many start locations, you might want to do a check condition like, if player(x) is in start location(x), then spawn named unit at location(x) to teamPlyrCivilian and then the second action script line would transfer Unit(x) to player(x). You would then copy this script and modify for all start locations and rooms. Checking start location and spawning the units then making the transfer is explained section 4 and 5 of Krits tutorial.
ninjie
  • ninjie
  • 51.5% (Neutral)
  • Private Topic Starter
17 years ago
I do appreciate your help, gentlemen.

If I have any further questions, I will post them here.

Have a good day.
tigger1983
17 years ago
Ive also got a question to that.
I wanna set vehicles on map that i can capture, i can set this units on map, but i cant capture em, why?. I found a threat to that theme. But its for Generls Zero Hour so i couldnt find point number 9 in my Generals World Builder.
Is there an other possibilty to fix my problem?

Thx 4 help, i hope u know what i mean, my english isnt perfekt...


1.Open your map (Obviously)
2.Edit -> Edit Player List
3.Create a new player, name this player whatever.
4.Edit -> Scripts.
5.Click on the player you just made, and select New Script.
6.Click "Actions if True" button.
7.Delete ' Null operation. (Does nothing.) '
8.Click new, expand the 'Team' menu, expand 'Status'.
9.Select 'Unmanned', in the box under this it will say 'Make Team '???' unmanned', click on 'Team '???'', then select the new team you created before.
10.Click ok, then again, then close the script menu.
Drummin
17 years ago
You're correct that Generals doesn't have the Unmanned feature. You might do opt for a script like if (Unit or Team) has been discovered by player0, (Unit or Team) is transferred to player0. Make copies for all rooms... meaning player0 through player7.

Personally, I'd add a marker unit to the map and remove it when the team has been transferred to a player. This way only the first team to discover the team will activate the script. This "marker" can be any named civilian building, like a fire hydrant or something.

I'd add a line to check for the marker in an area to the condition section of the script. You'd have something like this.
*** IF ***
    Unit 'TeamTransferMarker' is inside area 'SkirmishWorld'
    *AND* Team 'TranferTeam' has been discovered by Player 'player0'
*** THEN ***
  All assets of Player 'TransferTeam' are transferred to Player 'player0'
  Unit 'TeamTransferMarker' is removed from the world.
tigger1983
17 years ago
well thx 4 the help

but i got problems..

1. Why i need that area structure (firehydrant) ?
i mean, why i cant say "if player X discover player Y" then "player Y belongs to player X" ?

I tried both but, when i try this in game, the game crashed :(
Im doin something wrong, dont know what...

I try to discribe what i do:

Ive got a building that is set to a timercountdown of 30 sec, then the building comes. When I put an infanterie men in, then the VEHICLE unmammend is spotted. (i cant capture the verhicle)
----To here the script works-----

Now i tried the tip u told me then i get a game crash...

u said set all teams from 1-7. What this means? Which team is set to me if im alone in game?
i defined team1 and team2.
I said in script that team1 is unmanned and team2 takes team1 if discoverd.


Another thing is:
I tryd to make a gamble funktion on this house, so the units should be swiched by a timer. For examble: if counter is below 12000 then crusadertank is spawned if its higher then humvee is spawned. Where is the limit of this counter? Or is it possible to define a range? Maybe from 1-100?

thx buddy
Drummin
17 years ago

1) The reason I would add the marker is so that if the (team or unit) is discovered AGAIN after the first time it's discovered it won't be transferred again. You could also disable all other transfer scripts and get the same result. I just find placing a marker unit on the map and removing it with the script saves time in editing scripts.

2) You know when you are starting a game and the screen where you pick the players, colors, factions and teams? These are referred to as rooms. The human player will always be in the first room and would be called "player0". The other players going down this room list would be players "player1" through "player7".

3) From what you're describing it sounds like you are spawning a unit based on a counter value... This is fine. I'd spawn a named unit at a waypoint and transfer the unit to the player.

First I'd set the counter to a value.
*** IF ***
    True.
*** THEN ***
  Set 'SpawnCount' to  0 

Then I'd make your spawn script to check the counter value and if the building is garrisoned by a player. You'll then spawn at waypoint, transfer the unit (and add to the counter if this is what you wish).
*** IF ***
    Player 'player0' has entered building named Unit 'TheBuilding'
    *AND* Counter 'SpawnCount' IS Equal To  0 
*** THEN ***
  Spawn Unit 'Tank1' of type 'AmericaTankCrusader' on Team 'teamPlyrCivilian' at waypoint Waypoint 'SpawnPoint'
  Unit 'Tank1' is transferred to the command of Player 'player0'
  Add  1  to counter 'SpawnCount'

This would spawn and transfer the unit to the human player or "player0". If you are adding to a counter with a timer to change both the counter value and the type of unit spawned this is fine. Just make copies of this script and change the counter value in the condition part of the script and the type of units as you wish.

Keep in mind that these scripts are only referring to player0 or the human player in the first slot or room. If you want this to work for other players, you should make a copy of the spawn/transfer script and change the player to "player1" for the second room, "player2" for the third room etc up to "player7" for the last room.

You can always "Attach" a zipped up copy of your map to your post by checking the "Attach files to this post?" checkbox if you need someone to help you with it.
tigger1983
17 years ago
Yes i think i need help, there some things i dont know how they work...
I think the most problem is the player setup. I cant make player0 if i try that there is written player0001=player0 is this correct? Also at which side must this team be? I took civilan...

I added the map to this post. The gamble script ive written works fine right now, just the units without teams...
The script is just for player1 (position on TOP) written, timer is set down.

So im thanksful to you when u have a look on my problem

thx

Annihilationzh
17 years ago
Don't create a player0. Use the name player0 in the scripts. The game will create a player0 when you start playing and it will be the host of the game.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
FatalSwoop
17 years ago
I wouldn’t recommend using armies outside there original strategies,,,
Shouldn’t complicating any tactics that you use, or be a players that only wins on scripted maps, don’t count as a credited rank,,,
Just try to get a GAME PLAN together,, find out! your UNITS,, there ABILITIES and how to best COUNTER ATTACKS with them, then compile all that into a fight plan,
Secondly find where your games going wrong and using your fight plan to combat it.

FS XV 003

TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
Drummin
17 years ago
Ah Fatalswoop, your preaching is so one-tracked. I've been working on Tigger's map behind the scene and it's a WAY-COOL map-concept that should be lots of fun to play online. I mean, who cares about win/loose stats anyway. It's all about having a good time and this map will definitely mix things up.