Decrosse
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14 years ago

Get rid of IF TRUE as was already pointed out and The False action. Add player name in lower case.

*** IF ***
   [???] Player 'player0' is Faction Name: America
*** THEN ***
  Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'

Drummin wrote:



thing is, at one point in game though not right away; I'd like for Base A to be transferred to Player0, & Base B to Player1

still don't want human players to have control of either base until that point...

so I was thinking about using AI Allies but there is only meant to be two starting positions, so how should I go about that? (perfectly fine if they just sit there after cutscene plays not building - don't want them to repair their buildings; need to make that cutscene but would like to get these guys done first... also they need their colors...)

trigger area? waypoints? named structures/units? dunno if "teams" may be needed; how does the teams (Edit Teams button) stuff work?



this look okay? still playing around with my maps stuff and scripting, but...
*** IF ***
    [???] Player 'Player0' starting position is  1  .
    *AND* [???] Player 'Player0' is Faction Name: America
*** THEN ***
  Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
  Spawn unit of type 'AmericaCommandCenter' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnCommandCenter'
  Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower1'
  Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower2'
  Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower3'
  Spawn unit of type 'AmericaWarFactory' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnWarfactory'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense1'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense2'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense3'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense4'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense5'
  Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense6'
Decrosse
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14 years ago

Add player name in lower case.

Drummin wrote:



even with script just for Player0, when I had it lowercase map would crash on trying to test, like loading bar show but as soon as that get full it crash giving that "Serious Error" message... Upper case P don't crash my game...
Drummin
14 years ago
The only why I know of is to NOT have this a skirmish map and add those start positions for the two extra players. You would need to purposely add scripts to an AI folder so the default scripts won't load. I would spawn their buildings to plyrcivilian and make the transfer to the AI player. Make a script to detect and delete their command center and respawn the appropriate command for each base. These bases won't build and you would need to script any action for your cutscene. AT the point where you want to transfer these bases to the human player you should be able to transfer all assets of playerx to playerx. These players would need to be determined beforehand of course.

Lower case is based on what is talked about here  as it relates to rooms. This does not mean you have players called Player1 etc.
Decrosse
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14 years ago

The only why I know of is to NOT have this a skirmish map and add those start positions for the two extra players. You would need to purposely add scripts to an AI folder so the default scripts won't load. I would spawn their buildings to plyrcivilian and make the transfer to the AI player. Make a script to detect and delete their command center and respawn the appropriate command for each base. These bases won't build and you would need to script any action for your cutscene. AT the point where you want to transfer these bases to the human player you should be able to transfer all assets of playerx to playerx. These players would need to be determined beforehand of course.

Drummin wrote:



err sorry, put two extra start spots? hmm.... wonder if there is another way so not need 4 start spots...

EDIT: trying to figure out things... well map is still for 2-players human allies, and kinda mission... so not really skirmish...

EDIT 2: not like skirmish AI is building anyways; not enough space but other spots probably will... so what script exactly should I put in AI folder so they don't build/repair?
Drummin
14 years ago
You can try adding two custom players to the player list and spawn to that faction directly or do the transfer as already talked about. I have a feeling though that as they are not playing the buildings will be white.
Decrosse
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14 years ago

You can try adding two custom players to the player list and spawn to that faction directly or do the transfer as already talked about. I have a feeling though that as they are not playing the buildings will be white.

Drummin wrote:



white be fine for now for test, there is just one out of 3 that needs color... hmm... well lets see before the color stuff...

seems it has player limit, not that that matters as map is only more meant for the basic 3 factions: USA, China, GLA... not the generals...
Decrosse
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14 years ago
will do more testing later...

is it possible something could be conflicting with something my map?
as last network test "player1" told me later but when we were testing map then that it wouldn't let him build china powerplant... my end, USA seemed fine though...

guess we might just need to use the extra start locations, hmm... it just don't want AI in wrong spot or human players not where they're supposed to be...
Decrosse
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14 years ago
alright deleted them if player scripts, put a third start position...


*** IF ***
    [???] Player 'player1' starting position is  3  .
*** THEN ***
  [???]All of Player 'player1''s buildings and units are dealt a lethal amount of damage.

thinking about that code...
does skirmish AI use that 'player#' or some other name/room?

and what script should I put on purpose in AI folders so they don't build/repair? everything else will be scripted...
Drummin
14 years ago
Yes AI players use room scripting as it is talking about the order of players shown in the gaming room when you a setting up the game, selecting factions, start locations etc. You are always 'player0' the next player down the list is 'player1' etc.

Messing up the player list or adding any script to a faction folder should prevent AI scripts from loading.

Think about AOD maps. They always place the "Bot" player and spawn units for this player. I think your best approach is going to be adding the two "Bot" players as I mentioned above. You can always add the scripts for these "bot" players in their faction folder thus preventing default scripts from loading.
Decrosse
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14 years ago
dunno anything about those AOD maps...

either way; decided to not use extra player & just place structures; named them... I guess for cutscene we can temporarily transfer it to 'player0' & others to 'player1' than back to blank white; will have to capture the command center but that should be no problem...

anyways, been testing my map it doesn't crash now during skirmish...

any way I can get that AI to use all types command centers? the transfer named unit to player script is partly working... (i've ticked the "Unsellable" on the structures... hmm)

also I get "MISSING:'GUI:SpecialAbilityChangeBattlePlans':0:00"
and "MISSING: 'GUI:SuperweaponCIAIntelligence'"

so how can I fix these things for all factions for that AI?

EDIT: while we're at it; how can I make it so specific players can't build superweapons at least until specific is captured

and how to make specific units not buildable?
Drummin
14 years ago

any way I can get that AI to use all types command centers? the transfer named unit to player script is partly working... (i've ticked the "Unsellable" on the structures... hmm)

Yes transferring shouldn't be a problem and making the map so it doesn't load default scripts should solve any AI selling building issues.

also I get "MISSING:'GUI:SpecialAbilityChangeBattlePlans':0:00"
and "MISSING: 'GUI:SuperweaponCIAIntelligence'"

so how can I fix these things for all factions for that AI?



For named units you should be able to hide the countdown with the script found under "Unit/Special Power".
For others you can use the general hide script found under "Scripting".

EDIT: while we're at it; how can I make it so specific players can't build superweapons at least until specific is captured

and how to make specific units not buildable?


This is done by modifying the tech tree, making buildings or units buildable or not. Map/Modify
Decrosse
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14 years ago
posting here just incase...
whats the 'missing' for?

also any way I can give AI full access & them using the command avilities? (all; even if not right faction.)


how does these look? thanks for the help 😄

*** IF ***
    [???] Unit 'cresearch' is owned by Player 'player2'
*** THEN ***
   'AmericaParticleCannonUplink' becomes Buildable (Only_By_AI)
   'ChinaNuclearMissileLauncher' becomes Buildable (Only_By_AI)
   'GLAScudStorm' becomes Buildable (Only_By_AI)
*** ELSE ***
   'AmericaParticleCannonUplink' becomes Buildable (Yes)
   'ChinaNuclearMissileLauncher' becomes Buildable (Yes)
   'GLAScudStorm' becomes Buildable (Yes)

-
*** IF ***
    [???] Player 'player0' starting position is  1  .
  *** OR ***
    [???] Player 'player1' starting position is  2  .
  *** OR ***
    [???] Player 'player1' starting position is  1  .
  *** OR ***
    [???] Player 'player0' starting position is  2  .
*** THEN ***
   'AmericaJetA10Thunderbolt' becomes Buildable (No)
   'AmericaJetAurora' becomes Buildable (No)
   'AmericaTankPaladin' becomes Buildable (No)
   'AmericaInfantryColonelBurton' becomes Buildable (Only_By_AI)
   'AmericaVehicleTomahawk' becomes Buildable (No)
   'ChinaArtilleryCannon' becomes Buildable (No)
   'ChinaTankOverlord' becomes Buildable (No)
   'ChinaVehicleNukeLauncher' becomes Buildable (No)
   'ChinaInfantryBlackLotus' becomes Buildable (Only_By_AI)
   'GLAInfantryJarmenKell' becomes Buildable (Only_By_AI)
   'GLAInfantryTerrorist' becomes Buildable (No)
   'GLAVehicleBombTruck' becomes Buildable (No)
   'GLAVehicleScudLauncher' becomes Buildable (No)


Decrosse
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14 years ago




1. you enter letterbox mode (Camera -> Letterbox -> Begin)
2. you disable mouse and keyboard input (User -> Input -> Disable)
3. you reveal the entire map (Map -> Shroud or Reveal -> Reveal the entire map permanently for a player -> put in the name 'player0', copy the line, put in 'player1', repeat that until you have 'player0' up to 'player7' (speak: 8 lines of code)
4. you order the camera around, adjust the angle and zoom (entire Camera folder: just search for what you need. for example: move camera to waypoint, rotate, follow unit)
5. you create timers for the different actions in your intro (Scripting -> Timer -> Seconds countdown timer -- set)
6. you show some military briefings (Scripting -> Briefing -> Show) and you order the units and stuff around (entire Unit folder: search for what you need), put in the desired condition (for example timer, on unit destroyed etc.)
7. you shroud the entire map again (See 3, just now use Shroud instead of Reveal)
8. you enable mouse and keyboard input again (See 2.)
9. you disbale letterbox mode again (See 1.)
10. you might move camera to the desired position for the start of the game

hope this was basically what you wanted..

i^love^mixery wrote:




hmm... I made waypoint paths but... nothing comes up under waypoint paths?

ahh... when/where (is script) should I place timers & how long?

hmm... I know this not completed; what I'd like is jets "bolt1" and "bolt2" to follow waypoint path (start waypoint be 'Waypoint 343') but when get close to target get shot down by some PatriotBatteries & GattlingGuns...
then skips to road with cars on it, again no waypoint path showing up so need them to follow but some points have crashes...

*** IF ***
    [???] Player 'player0' starting position is  1  .
  *** OR ***
    [???] Player 'player0' starting position is  2  .
  *** OR ***
    [???] Player 'player1' starting position is  1  .
  *** OR ***
    [???] Player 'player1' starting position is  2  .
*** THEN ***
  Start letterbox mode (hide UI, add border).
  Disable mouse and keyboard input.
  [???]The world is revealed for Player 'player0'.
  [???]The world is revealed for Player 'player1'.
  [???]The world is revealed for Player 'player2'.
  [???]The world is revealed for Player 'player3'.
  [???]The world is revealed for Player 'player4'.
  [???]The world is revealed for Player 'player5'.
  [???]The world is revealed for Player 'player6'.
  [???]The world is revealed for Player 'player7'.
  [???]Move camera to Waypoint 'Waypoint 343' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
  [???] Unit '???' follows waypoints, beginning at Waypoint Path '???'

if one wouldn't mind fixing/doing rest of cutscene for me let me know...
Decrosse
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14 years ago
fixed that... how to create timers/counters? ...
Drummin
14 years ago
Make sure when "labeling Pathways" that you are putting the path name in the "Waypoint Path Labels" text boxes.

Both counters and timers are found under scripting. You should have been able to find those on your own as the script editor loads inside the scripting category. In any case, "Seconds Countdown Timer Set" is probably what you will need. Just name the timer and add time delay.

You can also use a counter that could control ALL scripts in the game instead of making timers for each script. Create the following scripts in the "PlyrCivilian" folder. This is done by first setting your counter to zero like this.
Script Name: SetCounter [ns A D]
*** IF ***
    True.
*** THEN ***
  Set 'Time' to  0
  Enable Script 'StartTime'

Notice I have the script above activate the counter script below and the settings set it to re-evaluate every second.

Script Name: StartTime [ns na D]

*** IF ***
    True.
*** THEN ***
  Add  1  to counter 'Time'
This will add "one" to the counter called "Time" each time this script is re-evaluated.

You can then use this counter to trigger any script.
***IF***
   Counter 'Time' IS Greater Than 5
***THEN***
Do Something
Decrosse
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14 years ago
mmm thanks... just some my waypoint pathways 'fork', how to get specific unit to follow fork path where others follow normal?
also, not sure about using just single waypoint(s) or the waypoint path if say I'd like 'car1' to crash into 'truck1' trailer (semi-truck; tanker trucks); other truck 'truck2' to crash into building 'tower' and 'tower' topples ('copr2', etc crash into toppled tower)

here's a pic; this is default angle... look for yellow arrow for tower direction. and the two trucks...
UserPostedImage

eh, I need to fix my waypoint paths I made a mistake anyways...
hmm next things...

part of intro cutscene; which battleship actually fires? also, which train parts/cars/engine should I use? (would like to use train bridge but either it's up too high or in the ground); next when start Zero Hour at main menu the background is playing battleship shooting at gla coming out of sneak attack tunnel; I see some the sand/dirt 'flying' as well... (similar with Generals, just not on a shore & in city... would like some of that & some left over after cutscene...

now since there's two players how to get camera to go to right places when cutscene ends?

next scripting after this is non-cutscene... at least until the next cutscene...

also, whenever flood happen is likely to take out player bases but would like game to know that is not end of game; end of game comes later...
i^love^mixery
14 years ago
decrosse.. stop posting useless information. make it short, keep it simple or i wont bother answering anymore.


mmm thanks... just some my waypoint pathways 'fork', how to get specific unit to follow fork path where others follow normal?


you need to use teams for this. without teams this is not possible because the command line
[???]Have Team '???' move in panic along Waypoint Path '???'
is only available for teams and not for single units. before you ask: teams only work if you have at least 1 AI player in your map. they wont work for civilian or human players and you have to use the PANIC command in order to get the units split up at forks.


also, not sure about using just single waypoint(s) or the waypoint path if say I'd like 'car1' to crash into 'truck1' trailer (semi-truck; tanker trucks); other truck 'truck2' to crash into building 'tower' and 'tower' topples ('copr2', etc crash into toppled tower)


i have no idea what the question was.


here's a pic; this is default angle... look for yellow arrow for tower direction. and the two trucks...


wat


eh, I need to fix my waypoint paths I made a mistake anyways...
hmm next things...


thanks for wasting another 10 seconds of my life.


part of intro cutscene; which battleship actually fires?


stop bothering us and test it yourself


also, which train parts/cars/engine should I use?


use TrainEngine, parts/cars will be added automatically. the train will follow the nearest waypoint path automatically without orders. if you try to script the movements for the train the game will crash.


(would like to use train bridge but either it's up too high or in the ground);


what about changing its height then? oh jesus..


next when start Zero Hour at main menu the background is playing battleship shooting at gla coming out of sneak attack tunnel; I see some the sand/dirt 'flying' as well... (similar with Generals, just not on a shore & in city... would like some of that & some left over after cutscene...


what about checking it in the shellmap by yourself then?


now since there's two players how to get camera to go to right places when cutscene ends?


this one is quite tricky. you need 2 scripts for this and they will look this:

*** IF ***
     Player '<Local Player>' starting position is  1  .
*** THEN ***
  [???]Move camera to Waypoint 'Player_1_Start' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.

*** IF ***
     Player '<Local Player>' starting position is  2  .
*** THEN ***
  [???]Move camera to Waypoint 'Player_2_Start' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
using the "" thing in any other way will most likely cause a missmatch so simply dont use it unless you know what you are doing.


next scripting after this is non-cutscene... at least until the next cutscene...


wat


also, whenever flood happen is likely to take out player bases but would like game to know that is not end of game; end of game comes later...


if you take out the base with a flood wave then the players will lose, thats logical?

you can however spawn a temporary building for human player in safe zone during intro. cant you come up with that by yourself?
Decrosse
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14 years ago
useless? well here's next:



not... I rather find 'stop posting useless information' and 'thanks for wasting 10secs of my life' useless, those two things don't help with worldbuilder... any.😕

I came to here for some help, not my fault I don't automatically KNOW WORLDBUILDER... I didn't make it.😒 (never worked on Worldbuilder before, so...)


how to look in shellmap? (I don't always have the right tools either; again not my fault I don't know what/which tool is correct)

stop bothering us and test it yourself

i^love^mixery wrote:



and currently I can't test them battleships 'til ALL scripting is done, 'cause of placeholder scripts in AI script folders (to keep them from building)... game crashes with the error 'Serious Error' if I try... 😞

I WOULD use forum search but the answers are usually old (cut-off dates) so that doesn't pick them up.:ashamed:

what about changing its height then? oh jesus..

i^love^mixery wrote:



and how do you change height of train bridge that is not under objects? ❓ I didn't see a height spot on the property window... (also I tried that on an object train bridge (& special-effects-train-object, both places) and for whatever reason that did not work it stayed in the ground & yes I tried higher height/moved mouse after inputting number, did not click to place due to that, other objects are perfectly fine though...)

use TrainEngine, parts/cars will be added automatically.

i^love^mixery wrote:


maybe I don't want the parts/cars to be added automatically because there could be wrong traincar in wrong spot for my map... any other train parts that will work?


SORRY THIS CAN NOT BE SHORTER, if you don't like it well nothing I can do about that... (sorry if you don't quite understand me then) 😮 I TRY to make it sectioned...

well how do I know which dirrection to set 'tower' to topple? I don't always get the number/name/whatever it(whatever the script option) asks for (I know it's in the scripting section)... 💀
Unit 'tower' will topple towards (0.00,0.00,0.00) if destroyed.
maybe I want it to topple south-west and not north-east, I don't always see the place it shows the numbers (or maybe it doesn't show 'em... not my fault I'm still NEW to worldbuilder)

I found it now, that could HAVE been answered simply...
(hey I'm wasting way more time being on HERE, looking for help/answers and working on my Worldbuilder map AS well... 10sec is nothing compared to 5-10hours...)
--

yes I do have ONE AI in my map, and thanks for answering a simple question i^love^mixery in all of that...👍 😄 don't need teams then...

wat

i^love^mixery wrote:


well, I don't exactly want to drive through or like they aren't even there...
If you're just going to tell me to test it myself then don't bother replying...👎 and no one needs to reply to everything in my posts...😉
Decrosse
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14 years ago
here's a shorter; but definitely not shortest post:


if you take out the base with a flood wave then the players will lose, thats logical?

you can however spawn a temporary building for human player in safe zone during intro. cant you come up with that by yourself?

i^love^mixery wrote:



well I was planning to have pre-placed bases (not spawned; already placed) in safe zones transfer to human players... guess I could transfer it during flood cutscene... any way to keep any players from capturing said bases' buildings too early?

and which slots are free on which buildings/structures in each faction?
i^love^mixery
14 years ago
the problem is that you have no idea about the worldbuilder but yet you are trying to script a working intro and that my friend is simply impossible for a newbie.

you dont even know how to change object heights and now you want to script a cutscene with car crashes and all the stuff?

you ask us here what times you should use for your timers or how you should move around your trucks for the crash in cutscene. how should we know? we dont have your map, we dont know your idea of the intro, we dont know anything.

you should start with simple things and not with cutscenes. learn the basics of the worldbuilder first before you bother us with complicated questions because you will not even understand our answers.

i really dont know what to say. most of your questions dont make any sense, you seem to not think logically thats probably because you dont understand the worldbuilder yet.

im giving you one last advice: stop trying to build the intro and start with the simple things. read the official tutorial, look into official maps and see how they did their cutscenes.

this is the official worldbuilder tutorial:
http://www.cnclabs.com/downloads/downloader.aspx?fileid=124 

with this tool you can extract official .big archives in your zero hour directory so can you load the official maps with worldbuilder:
http://www.cnclabs.com/downloads/details.aspx?id=240