Decrosse
  • Decrosse
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15 years ago
First, my map is a 450x450. I'm zoomed out, now I'd like to zoom in on say the upper left corner so I can see what tiny objects I am putting there (since some are tiny from a distance). How to?

Second, once the first is done when placing waypoints for player start positions do I need to put a Command Center there and/or will/how to make it like the Skirmish maps where you can leave it random or choose where you want yourself/the AI Comp enemies?

I'm using ZeroHour builder now since normal Generals builder ends up crashing (going to test something)...
I don't really do any scripting so will probably use here for anymore stuff... (Of course I'll still look at some of the other threads around here)

Skirmish games whether against AI or another player loses it's fun when one side of the map runs out of money, which is a bit too often for me. I'd like to create a map that, at the very least, has lots of money stuff/options all around so another player and myself can enjoy a "real" game.

extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?
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Annihilationzh
15 years ago

First, my map is a 450x450. I'm zoomed out, now I'd like to zoom in on say the upper left corner so I can see what tiny objects I am putting there (since some are tiny from a distance). How to?


If your mouse has a scroll wheel, that should zoom in and out. Otherwise, I don't know.

Second, once the first is done when placing waypoints for player start positions do I need to put a Command Center there and/or will/how to make it like the Skirmish maps where you can leave it random or choose where you want yourself/the AI Comp enemies?


It depends on what you're doing. If it's a mission, you don't have start positions, you just place buildings. If it's a multiplayer map, you only have to place the start position.

extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?


That is no small feat. It would take hours to make for someone experienced.

You could, however, use other methods to gain money. The way I usually use is a mod that gives every side GLAs cash bounty. So every unit killed gives cash.
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.
BR-Alexandre
15 years ago
is possibe give cash bounty, for example, to USA? tried give GPS scambler but it needs a GLA comand center to be used, without it just can't use the scrambler

also, can't place a GLA comand center inside a USA base
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
Annihilationzh
15 years ago
It is.

http://www.cnclabs.com/forums/default.aspx?g=posts&t=9948 
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.
casparmartin01
15 years ago
I got a cool idea for you, go to objects and america and then supply drop set the hight on -20 an put it under the way point" starting player (1,2,3,4,5,6,7,8,9)"
Ow by the way set it as team "team cavillian"
If you have done that there will fly every 2 minutes a plane and drop money on the command center
If you don't get me say it than i will explain it better
ITS COOL I've tryed it by my self
Having problems? Just ask me
Decrosse
  • Decrosse
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15 years ago



It depends on what you're doing. If it's a mission, you don't have start positions, you just place buildings. If it's a multiplayer map, you only have to place the start position.

extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?

Annihilationzh wrote:


That is no small feat. It would take hours to make for someone experienced.

You could, however, use other methods to gain money. The way I usually use is a mod that gives every side GLAs cash bounty. So every unit killed gives cash.



Sorry for late reply, now I've figured out how to move around map.

Next,
what I'd like to do is give a Multi-player map more Money Options; resources, as in the games I have played with just one other player I usually run out of money...
That first, then can try to figure out the other stuff. Being scripts to drop/spawn moneys after and/or are destroyed (not captured), like in some Campaign mission except not being a mission map this time around.



now does each starting location (2-player map, etc) need its own way point? Once those are/that is set will they work like the Skirmish maps? (sometimes we like to choose where we want to start)
yurdeath2010
15 years ago

what I'd like to do is give a Multi-player map more Money Options; resources, as in the games I have played with just one other player I usually run out of money...



I run into this problem a lot and my dad loves to have tons of money. here is what I do. To save room I use supply piles instead of supply docks (smaller and once depleted, they are gone. No empty dock sitting there taking up space.) You can find the supply piles at the following location.


Civilian>Structure>supplypilesmall

This will give you the small supply pile that I use. but default for this pile is only like $3750. So I use the following technique to boost it up. I name the supply pile by selecting it and clicking in the name field of the object properties window. Most of the time I name it "sp1, sp2, sp3, ...." and so on. Then use the following script.



*** IF ***
    True.
*** THEN ***
  Warehouse named Unit 'sp1' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp2' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp3' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp4' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp5' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp6' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp7' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp8' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp9' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp10' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp11' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp12' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp13' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp14' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp15' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp16' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp17' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp18' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp19' is set to having  50000  dollars worth of boxes. 
  Warehouse named Unit 'sp20' is set to having  50000  dollars worth of boxes. 

This sets all your supply piles to having $50000 but you can adjust that as you like. You can find this command at the following location.


unit>set cash value of warehouse


then can try to figure out the other stuff. Being scripts to drop/spawn moneys after and/or are destroyed (not captured), like in some Campaign mission except not being a mission map this time around.



I could do this with a stationary building but not with a moving unit. I wouldn't know how to with a moving unit. but with a stationary building, simply name the building, put a waypoint next to or under the building and use the following script.



*** IF ***
    [???] Unit '???' has been destroyed.
*** THEN ***
  [???]Spawn unit of type '2500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint '???'
You can find the objects for this script at the following locations.


unit>destroyed>unit is destroyed
unit>spawn>spawn unnamed unit on a team at a waypoint
civilian>MISC_MAN_MADE>2500DollarCrate


now does each starting location (2-player map, etc) need its own way point? Once those are/that is set will they work like the Skirmish maps? (sometimes we like to choose where we want to start)



Yes, each player has to have a starting waypoint 'Player_x_start' with x being the number player. player 1,2,3, or whatever.

Hope this wall'o text clears things up and leaves you with more answers than questions.
Yurdeath2010
Amature Generals ZH Map Builder
feel free to pm me with specific map building questions
I am playing with the new Shockwave 1.0 Mod for Zero Hour and it's world builder but I have experience in the original ZH worldbuilder and Shockwave .95 Worldbuilder.
Decrosse
  • Decrosse
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15 years ago
looked in scripts... umm... my ZH Worldbuilder has crashed, twice, just trying to figure it out.

I don't really do scripting...
...... there's some folders ((neutral), Ply(whichever faction, including Civilian) in the 'Edit Scripts' button...

I think I got those scripts, just... well when I clicked Play it put me as America... and it puts me in a corner where I don't have the bases thus having to scroll around to find them...
no idea if the scripts are even working... don't think they are anyways...

UserPostedImage

hmm... needs more fiddling, but any help is/would be nice...

if it matters any the only mod we sometimes play together with is the "AllStars" mod, of course those files with 'allstars' in the name aren't in directory when I'm working on Zero Hour's Worldbuilder...
also, I haven't edited any files in any way...
yurdeath2010
15 years ago
Not exactly sure which scripts you are talking about. What's not working? I see there are no starting positions. You have to set a way-point and name it "Player_1_start, Player_2_start,... etc." This should fix having to go find your base too as you will start with a base.

Also, make sure that all these scripts are in the civilian folder in the scripts.
Yurdeath2010
Amature Generals ZH Map Builder
feel free to pm me with specific map building questions
I am playing with the new Shockwave 1.0 Mod for Zero Hour and it's world builder but I have experience in the original ZH worldbuilder and Shockwave .95 Worldbuilder.
Decrosse
  • Decrosse
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14 years ago
Sorry for bump... somewhat forgot...

alright, made a new map since Zero Hour don't want to see my other maps.

well, got starting points placed (working) and supply piles (working)

--
now just to get building (named) to spawn a crate...

*** IF ***
    [???] Unit '???' has been destroyed.
*** THEN ***
  [???]Spawn unit of type '2500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint '???'



tried following that but where to find the first bit? don't see an 'destroyed/killed' option? second part I found...

um also which tab does that go under? just in case...



also, for some reason my Generals WorldBuilder likes to crash on startup but Zero Hour Worldbuilder is fine.

hmm what else...
been playing the campaigns, any way to set a certain faction structure to get other faction(s) 'general promotions'?
There is a mission on China side in one the campaigns where the China Airfield can use Carpet Bomber...
Maybe I'd like GLA to also be able to use so-n-so... and so on.

hmm... will update if I think of anything more/remember the other things...
Drummin
14 years ago
You're using "unit" destroyed so whatever object you intend to use needs to be named. So for example you place a building, then select it and the Object Properties window comes up. At the top is a text box to enter a name, so you could add "Building1". Looks like you are also missing the waypoint for the spawn action, so place a waypoint under this building and replace the default name with "Spawn1". Then in your script select the building as the unit and the waypoint as the spawn location.
Decrosse
  • Decrosse
  • 98% (Exalted)
  • Major Topic Starter
14 years ago

You're using "unit" destroyed so whatever object you intend to use needs to be named. So for example you place a building, then select it and the Object Properties window comes up. At the top is a text box to enter a name, so you could add "Building1". Looks like you are also missing the waypoint for the spawn action, so place a waypoint under this building and replace the default name with "Spawn1". Then in your script select the building as the unit and the waypoint as the spawn location.

Drummin wrote:




this is all I find?
UserPostedImage



when test:
UserPostedImage

just a crate, building not there to destroy it...

does it need two waypoints?

tested one other option with a civilian plane, well plane auto-destroyed on game start...crate spawned just fine... what should I put under "if false" tab?
Drummin
14 years ago
The first image shows you in the script editing section. Did you name the building in the object properties window so when clicking on the building it shows "Building1" as the name of this object?

As far as the building not being there, who does it belong to? Should be PlyCivilian. Same for the plane.
Decrosse
  • Decrosse
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14 years ago

The first image shows you in the script editing section. Did you name the building in the object properties window so when clicking on the building it shows "Building1" as the name of this object?

As far as the building not being there, who does it belong to? Should be PlyCivilian. Same for the plane.

Drummin wrote:



yes

yep.

fixed it... now just to add computer skirmish some how... found that...

alright, next bit is lets say giving GLA's Stinger site America's Air Strike (general promotion), or America's War Factory China's tank-barrage... n so-on, etc...

hmm... how to get game if possible to start off with already-made base depending on faction selected? (2 player map)
Drummin
14 years ago
This won't happen on a skirmish map with *AI players but you can transfer named civilian owned units(buildings) to human players using a condition that checks the start position and the player "room" (as in player0 through player7) and then transferring each named unit to the player in that start position using the same "room" player name. See this topic  for room scripting and examples.
*Note: AI players will sell buildings they have not built.

If you're planning on basing buildings on faction then you will place waypoints and spawn named appropriate buildings at each waypoint belonging to player Civilian then transfer to the player. My old Urantian Conflict  map spawned defenses to each player based on faction. Hey that was so many years ago, I don't remember how I did it but you could check that out. All I know is that you'll have you work cut out for you scripting for all rooms and possible factions. That map took many, many months of scripting.
BR-Alexandre
14 years ago
scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
Decrosse
  • Decrosse
  • 98% (Exalted)
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14 years ago

scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.

BR-Alexandre wrote:




I don't mind scripting on this 2-player only map... just might need help with the scripting part...

I know when start game you already start with command center, but say that's already scripted... don't want to have 2 command centers, the dozer/worker is fine though...
so how to avoid that?





also, is it possible for a cutscene to play for 2 players at about the same time? I do realize there is chance for lag or one comp could be a bit faster, though it's not by much...
I'll go work on my map and update with more details later...
Drummin
14 years ago
Skip spawning another command center.

Yes you should be able to script a cutscene
BR-Alexandre
14 years ago
as i play online, both computers must show same screen so even in cutscene, if one is faster, it will run the same speed the slower one (well happens with me and my brother), don't worry about that

if you don't want 2 comand centers then just don't put another one in the map...sorry, guess i can't understand the question...
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
Drummin
14 years ago
I felt inspired to reload my mission map  back up to the download section in case either of you wish to play it. Might get some scripting ideas from it as well.