h-dog
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14 years ago
Hello all, I just started learning how to use the World Builder a few days ago and have been enjoying the experience thus far but I had to wipe my hard drive yesterday and now the map I've been working on crashes if I scroll out to far, displaying the following two error messages:

Assertion Failure: Nore more VB Slots
Assertion Failure: Nore more IB Slots

I can only reproduce this crash on this particular map so I assume the issue is with it.


I also have some other newbie mapping, scripting, and modding questions but I'm not sure if it's better forum etiquette to keep them all to one thread or create a thread per topic so I will ask them here:
Mapping:
1) Is it a common issue where, when trying to move an object, one of the points of the water polygon hops to where your pointer is? Is there a way to fix this annoyance?
2) What is a good mixture of trees/bushes to use with the Orchard tool?
3) Any glaring errors I've made so far? What are some good resources to use
4) This might be a modding question but is there a way to start previously placed Troop Crawlers out as empty but have it so that Troop Crawlers that are created still filled with units?
Scripting:
1) I've been putting this off because I've been feeling pretty overwhelmed. What is the best way to get started?
2) If I want the player to be up against an Infantry, Tank, and Airforce army working together should I have them all as one faction or multiple factions on the same team?
Modding:
1) Can I make a Patriot Battery use both a Laser Battery and an Avenger's weapons? This is where I've started trying to mod and I'm clearly doing it wrong. I wanted to start by making a US Patriot Battery act like a Laser Battery but it keeps on crashing out of the game.
I thought it would be something along the lines of:
Object AmericaPatriotBattery
  BuildCost        = 1000
  BuildTime        = 25.0           ; in seconds
  EnergyProduction = -5
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     Lazr_PatriotMissileWeapon
    Weapon              = SECONDARY   Lazr_PatriotMissileAssistWeapon
    Weapon              = TERTIARY    Lazr_PatriotMissileWeaponAir
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI FROM_SCRIPT
    AutoChooseSources   = SECONDARY   NONE
    AutoChooseSources   = TERTIARY    FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst    = PRIMARY     VEHICLE INFANTRY
    PreferredAgainst    = SECONDARY   BALLISTIC_MISSILE AIRCRAFT
    PreferredAgainst    = TERTIARY    BALLISTIC_MISSILE AIRCRAFT
    ShareWeaponReloadTime = Yes
  End
2) Can I make a Fire Base auto load 4 EMP Patriot Batteries?

All help is greatly appreciated, thanks in advanced.   FieldTest.rar (369kb) downloaded 26 time(s).
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i^love^mixery
14 years ago
hi!

error messages:

Assertion Failure: Nore more VB Slots
Assertion Failure: Nore more IB Slots

H-Dog wrote:



this simply means you have used too many objects for the worldbuilder to handle. if you have a map with so many objects then you better save every 30 seconds so you dont lose any progress. consider deleting some stuff lol.

if the error message appears there is no way to prevent the WB from crashing.


Mapping:
1) Is it a common issue where, when trying to move an object, one of the points of the water polygon hops to where your pointer is? Is there a way to fix this annoyance?

H-Dog wrote:



yes its a common issue and there is no way to fix it. you can however use CTRL+Z to undo your last action (e.G. moving the water polygon).

to prevent this you can hide trigger areas (View -> Deselect "Show Trigger Areas")


2) What is a good mixture of trees/bushes to use with the Orchard tool?

H-Dog wrote:



depends on your textures and light settings of course. you have to decide this by yourself i guess. but make sure not to spam trees everywhere since this slows down the game ridiculously.


3) Any glaring errors I've made so far? What are some good resources to use

H-Dog wrote:


when it comes to designing your map looks very good so far. i have no idea what this is supposed to be since you slapped together all different structures but the basic design and the texturation are absolutely incredible for a newbie, well done. the city looks fantastic too. keep it up.

the only thing that doesnt look so well are the texturation "auto edge out" mistakes.
you have to take proper care when you use that tool to prevent this:

UserPostedImage

just paint over the bad areas and auto-edge the new area again until it looks smooth😉

hint: there is a shortcut for the eyedropper: its simply ALT. hold it, click on a texture, let go.

also if you are trying to create a "perfect" looking base then the "Lock Angle" tool is very helpful because it will "grid" your units and roads and everything. with it enable it is very easy to create a barrier out of this "AmericaWall".

you can find this tool right beneath the "Texture Sizing" button.

and also give CTRL + I a try. this will make impassable areas visible. make sure that mountains are impassable barriers, either by making them steepy enough or by painting the (im)passable texture on them (take a look in texture tool, beneath the texture list there is this option).


4) This might be a modding question but is there a way to start previously placed Troop Crawlers out as empty but have it so that Troop Crawlers that are created still filled with units?

H-Dog wrote:



without .ini file only if there is a special unit like this one:

China -> VEHICLE -> ChinaVehicleTroopCrawlerEmpty

but there only is one empty crawler for vchina. there are none for inf, tank or nuke general.


Scripting:
1) I've been putting this off because I've been feeling pretty overwhelmed. What is the best way to get started?

H-Dog wrote:



get started with what? scripting?

well i guess the best way is learning by doing.

for example try to create a mini-mission with like 5-10 minutes of playtime.


2) If I want the player to be up against an Infantry, Tank, and Airforce army working together should I have them all as one faction or multiple factions on the same team?

H-Dog wrote:



both is possible. the easier way is to only use one faction. but this is pretty advanced stuff. you should start with something simple.


Modding:

H-Dog wrote:


no idea about modding, sry.
h-dog
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14 years ago
I just wanted to post and express how appreciative I am of your help and advice and am glad to find out there is a dirty fix for both of the technical issues I was having. I have fallen in love with the Lock Angle tool so thank you for introducing it to me and have spent the last couple of days trying to endure the eye strain caused by seeking out my blending mistakes.

I do have one question, when you say you don't understand what I'm attempting to represent with my map design. At first I assumed you were referring to the American base meant for the player which, looking at it now, really didn't convey what I wanted it to, nor would I be able to. I wanted it to look like a research lab that was researching both biological and nuclear technology. I'm now trying to make it look more focused on research.

I realize now that the statement of confusion could mean many things in which case I'm in trouble as I cannot determine where the clashing might be.

Thanks for all your help even if I haven't had enough time to implement all of it yet.
i^love^mixery
14 years ago

I do have one question, when you say you don't understand what I'm attempting to represent with my map design. At first I assumed you were referring to the American base meant for the player which, looking at it now, really didn't convey what I wanted it to, nor would I be able to.

H-Dog wrote:



actually i was talking about all the different factions you have used. normally you create a mission map where one general fights vs another and you dont use buildings from many different factions in one mission. that what got me confused.

i think as a newbie you should first start out with one enemy and one faction as opponent. getting that into a great map should be enough work for now 😉
h-dog
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14 years ago
Thanks for all the help thus far. I will take you up on your advice but I want to have a save where all the unrelated scripts are present if I do want to make multiple versions of the computer opponent when I am better at scripting.

Got a few more questions though, the first is about another bug I've run into. I assume it's a common problem as my previous ones were but is there a solution to gates [in my case the object America Checkpoint] no longer appearing and acting like an invisible barrier?

My second question is about positioning structures that I spawn via triggers, is there a way to get one to spawn at 90 degrees instead of 0? In my case getting a Sneak Attack tunnel to spawn facing a road.

The last question I have is about how inefficient my triggers are surrounding how I get units to path around the map. While they seem to get the job done, I can't help but feel there is a better way of doing it.

Thanks again.   FieldTest.rar (360kb) downloaded 15 time(s).
NewNightmare
14 years ago
1) you can move scripts that are currently not in use/ you don't want to be in use in a separate folder (make one) called sth like 'backup', and simply right-click on it and uncheck active, making anything inside ineffective, but still having it traveling with the map.
2) (checkpoint) Never encountered that1
3) Yes there is a way, and it is time consuming, you can spawn a unit (I think) of any type at a certain XYZ with rotation.
So you have to make e.g. a waypoint in the place of building's position, get some 'test' building to guess the rotation, and type it all in in the coords of the script (I think is in Unit > create > specific at specific location or something like that) I used it to build a whole base within a 3 second fade-to-black effect on a map so it deffinitely works - at least in shockwave mod)
4)Since I'm in a non-C&C computer, I cant help now, might check it out later
i^love^mixery
14 years ago
@H-Dog:
about checkpoints:
i never had that issue since i have never used that objects. sorry but i cant help you on this one. i guess it should be fixed if you make a new unit with the map.ini which looks exactly like the normal america checkpoint, right?

about rotation spawn:
as newnightmare said you have to spawn them using the XYZ coordinates. there you can select the rotation degrees too.
but this is really time consuming because the Z coordinate has to be manually entered. 0 wont work because the game will ignore the terrain heightso you have to find out the perfect Z coordinates for every single spawn object.

and sorry but i dont quite understand what you meant with


The last question I have is about how inefficient my triggers are surrounding how I get units to path around the ma



do you mean your script conditions you have used? i have checked your scripts and it looked quite good to me. there is no really simple way to create cinema sequences. you already did a great job using only one timer for example. it really shows that you have expierence in this sort of things.

also one thing about your intro: you already enable/disable mouse and keyboard input but in addition to that you should use the letterbox mode (Camera -> Letterbox. enable when intro starts, end when intro ends).
h-dog
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14 years ago
Sorry I wasn't clear about inefficient triggers. It was about how I get the Battle Bus's and Troop Crawler's to follow the roads when you "rescue" Kell and Lotus respectively. Using the combination of both a waypoint to give them a point to go to and a polygon location to know when to head to the next waypoint seemed really wonky to me.

A couple new questions, I wanted to set up the first AI attack but can't figure out the logic. I want to set it up so that a pair of Demo GLA Arm Dealers produce there terrorist Combat Cycles and then attack a specific target whenever 6 enter an area. I've gotten them producing the cycles but I can't figure out the then statement to aggressively move the set of combat cycles in the area. I can only figure out how to do it with named or units created from a team, not from freshly created units.

Do Supply Drop Zones have an option to sell them via triggers? I can't find any options under the dropdown that comes from that particular unit with the Command Button trigger list.
i^love^mixery
14 years ago

Sorry I wasn't clear about inefficient triggers. It was about how I get the Battle Bus's and Troop Crawler's to follow the roads when you "rescue" Kell and Lotus respectively. Using the combination of both a waypoint to give them a point to go to and a polygon location to know when to head to the next waypoint seemed really wonky to me.

H-Dog wrote:



oh lol now i get it.

yes you did it wrong.

thats what "Waypoint pathes" are made for.
Just create a path out of the waypoints and then write a path name here:
UserPostedImage
then you can use this name for this script action:
Unit -> Move -> Set a specific unit to EXACTLY follow a waypoint path.


A couple new questions, I wanted to set up the first AI attack but can't figure out the logic. I want to set it up so that a pair of Demo GLA Arm Dealers produce there terrorist Combat Cycles and then attack a specific target whenever 6 enter an area. I've gotten them producing the cycles but I can't figure out the then statement to aggressively move the set of combat cycles in the area. I can only figure out how to do it with named or units created from a team, not from freshly created units.

H-Dog wrote:



what script do you use to build the demo bikes?


Do Supply Drop Zones have an option to sell them via triggers? I can't find any options under the dropdown that comes from that particular unit with the Command Button trigger list.

H-Dog wrote:



you are right the "Command_Sell" seems to doesnt appear in the list. strange.

however: im pretty sure you can just write Command_Sell and it will work.
h-dog
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14 years ago
Thanks, I knew that there had to be a better way of getting units to travel around.

what script do you use to build the demo bikes?


*** IF ***
     Unit 'TerrorBikeArmsDealer1' exists and is alive.
    *AND* Counter 'ChinaSetup1' IS Less Than or Equal  0 
    *AND*  Unit 'TerrorBattery1' exists and is alive.
*** THEN ***
   Unit 'TerrorBikeArmsDealer1' use Ability 'Demo_Command_ConstructGLAVehicleCombatBike'.
TerrorBikeArmsDealer1 being the Arms Dealer that is training them, ChinaSetup1 to keep this from starting before the intro has ended, and TerrorBattery1 being the Patriot Battery I want them to harass.

I couldn't get writing in Command_Sell or selecting a structure with that option available and then switching the structure to the Drop Zones to work. I think I'll give them to the civilian faction instead. Can I keep the player from just recapturing them after this change or do I need to figure out how to disable the Capture Building upgrade?
i^love^mixery
14 years ago

Thanks, I knew that there had to be a better way of getting units to travel around.

what script do you use to build the demo bikes?

H-Dog wrote:


*** IF ***
     Unit 'TerrorBikeArmsDealer1' exists and is alive.
    *AND* Counter 'ChinaSetup1' IS Less Than or Equal  0 
    *AND*  Unit 'TerrorBattery1' exists and is alive.
*** THEN ***
   Unit 'TerrorBikeArmsDealer1' use Ability 'Demo_Command_ConstructGLAVehicleCombatBike'.
TerrorBikeArmsDealer1 being the Arms Dealer that is training them, ChinaSetup1 to keep this from starting before the intro has ended, and TerrorBattery1 being the Patriot Battery I want them to harass.



thats a bad way to build units because this units have no name and you cant order them properly.

use this script to build teams instead:
Team -> AI -> Start building a team

you know how to create teams, right?

I couldn't get writing in Command_Sell or selecting a structure with that option available and then switching the structure to the Drop Zones to work. I think I'll give them to the civilian faction instead. Can I keep the player from just recapturing them after this change or do I need to figure out how to disable the Capture Building upgrade?

H-Dog wrote:



you are right. it seems impossible to sell a supply drop zone. this most likely has something to do with the money countdown menu.

it also didnt work when i tried to add new command buttons to the drop zone..

whatever. you can just remove the capture command button from all barracks with the script:
Scripting -> Remove a command button
h-dog
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14 years ago
I thought I knew how to create teams via the edit teams menu but I don't seem to know what specifically needs to be done to get the computer to begin training units in a team. I probably need to learn what all the fields on the team template menu do.

I'm also struggling with removing Command Buttons, I thought it would be:
*** IF ***
    True.
*** THEN ***
   Command button: 'Command_AmericaRangerCaptureBuilding
' is removed from all objects of type 'AmericaInfantryRanger'.
   Command button: 'Command_UpgradeAmericaRangerCaptureBuilding
' is removed from all objects of type 'AmericaBarracks'.
To remove both the ability to upgrade building capture and the Ranger's ability to do it but I wasn't able stop either so I don't understand the process with that either.

Thanks for all your help so far.
i^love^mixery
14 years ago
there is a bugged, invisible character after the actual command button name so you have to delete this:
'Command_AmericaRangerCaptureBuilding'
instead of:
'Command_AmericaRangerCaptureBuilding '
then it should work even though it shows errors..
h-dog
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14 years ago
Wanted to get back into things after a break from working on this map and have a few more questions.
1) One of the Super Weapons I placed, General Townes's Particle Cannon, is displayed as MISSING: 'GUI:Lazr_LaserCannon' in the upper right and won't fire when the proper conditions are met. I was able to get the other generals Particle Cannons to work.

2) How do I make bridges able to be crossed? The tanks I wanted to cross get stuck on said bridge before clipping into the water. Terrain took a beating fixing this one but at least it's resolved.

3) Is there a way to add buttons to civilian structures? I wanted to make it possible to upgrade any GLA and Chinese technology from the Secret Lab civilian building but they didn't seem to appear so I had them either research from the start or upgrade from the Strategy Center.

4) I'm not sure if I set up the trained teams correctly as sometimes they don't always follow the waypaths tied to there "on create" subroutine and seem to ignore the enemy sighted one.

5) Is there a disadvantage of replacing the players ability to train Crusader tanks with Laser Tanks, Avengers with Townes's discounted variant, and Raptors with King Raptors?

6) Can I make pre-placed GLA tanks start out with both salvage upgrades? I tried starting them on top of and scripting them to roll over the object that I thought was the proper Salvage Crate but may have been using the wrong object. Figured this one out.

7) What is the proper way of getting the computer to unload a tunnel network when said tunnel network is threatened and then reload it when the threat is over? Would it be naming all of the networks individually and setting up each to use unload when attacked and have the squad reenter the network when the enemy was no longer seen?   FieldTest.rar (379kb) downloaded 16 time(s).