Max-o-l
  • Max-o-l
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15 years ago
hello again!


i need some advice with the following please:

-i have 5 Particle cannons that need to fire at waypoint location, why? they need to create a barrier that will block off a path that opens later on. the problems are:
it wont fire at waypoint location.
i need to hide the timers, the SW countdown timers, otherwise they'll only disturb gameplay.
(maybe i need to increase damage output so heavily armoured vehicles can't move through)

-oil derricks must provide a set amount of funds to the defending player, i has to decrease after a set amount of time, couldn't figure this one out. (read: not ALL derricks, only the 5 at defenders base)

-for some reason the in-game messages won't work. and the camera movement/letterbox mode doesn't work. and if it works, i first hangs all black until pressing esc butten 2x.

-there's a major lag when playing the game.


Thanks in advance, i'm in the final stages of developping this map and i would like to finish it.   Final FortressV2.zip (324kb) downloaded 2 time(s).
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Drummin
15 years ago
There are a number of issues to resolve to get things to work. To start, Particle Cannons will need to belong to an AI controlled player such as teamPlyrCivilian. Your "Determine Side" scripts won't work because '' will always be PlyrCivilian being that the scripts are located in that player's folder. I'll also point out at this time that any flags, counters or timers won't be recognized by players of other factions as information is not passed from one folder to the other.

I would highly recommend that you learn how to use "Room " scripting. This would allow you to implement many ideas by scripting in just the PlyrCivilian folder allowing you to get rid of the default scripts. If however you are controlling any AI actions or the transfer or building of AI buildings you would still need these scripts. But for example if an AI player is in an area and you want to fire those civilian particle cannons, this can be done with room scripting.

A combination of checking the faction (and start position if you need to) of each player, you can identify the players in the game. This should to be done for all available rooms even if it's a two player map. As you used counters, I'll use a 0-1/true-false type counter. If you've looked over the page on room scripting you would understand that "YOU" or the host of the map is 'player0'. The first script would look like this.
*** IF ***
    [???] Player 'player0' is Faction Name: America
    *AND* [???] Player 'player0' starting position is  1  .
*** THEN ***
  Set 'Postion1AmericaPlry0' to  1
As you combined general faction types, just add the "OR" condition for these as well if you're going that route. Also disregard the start position condition if you have no need for it.
*** IF ***
    [???] Player 'player0' is Faction Name: America
    *AND* [???] Player 'player0' starting position is  1  .
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaAirForceGeneral
    *AND* [???] Player 'player0' starting position is  1  .
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaLaserGeneral
    *AND* [???] Player 'player0' starting position is  1  .
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaSuperWeaponGeneral
    *AND* [???] Player 'player0' starting position is  1  .
*** THEN ***
  Set 'Postion1AmericaPlry0' to  1
You could also just do the faction check using the counter numbers as you had, i.e. 1-3.
*** IF ***
    [???] Player 'player0' is Faction Name: America.
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaAirForceGeneral.
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaLaserGeneral.
  *** OR ***
    [???] Player 'player0' is Faction Name: AmericaSuperWeaponGeneral.
*** THEN ***
  Set 'FactionPlry0' to  1
You would then copy this script over and over to cover all rooms (player0 –player7). I would recommend putting these scripts into a folder, which you could then export and import back into the map to edit for other positions or factions. This may seem like a lot of editing but it is less than making copies in all AI faction folders and much more reliable as room scripting can recognize both AI and human players, where as no other style of scripting will do that. As I said, room scripting will solve many of your issues because all scripts will be in the plyrcivilian folder, WHICH BY THE WAY is where any briefing scripts need to be to work.