Billisa
  • Billisa
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14 years ago
When you break a building i wan't the dam's water to lower.

I have an civilian building at the dam called dam1activator
I created and are and raised the water inside it and called the area dam1water
This is my script so far:

*** IF ***
Unit 'dam1activator' exists and is alive.
*** THEN ***
Null operation. (Does nothing.)
*** ELSE ***
area 'dam1water' changes altitude to 1.00 in 10.00 seconds doing 0.01 dam_/sec.


But it still does not work, help me with this please.. :(

And by the way, does it work to have a map that is larger than 1000x1000?
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VTULCobra
14 years ago
Try to do a script that says something like:
***IF***
Unit 'dam1activator' is destroyed.
***THEN***
area 'dam1water' changes altitude to 1.00 in 10.00 seconds doing 0.01 dam_/sec.

I don't know if it'll do any difference, but at least try it out.

You can have a map larger than 1000x1000, but it'll be too laggy to play online, and too laggy in single-player aswell if you do not have a good computer. Also, making a map like that will take ages to texture and detail. Why would you want to make a big map like that? It'll be too far between the bases.
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Billisa
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14 years ago

Try to do a script that says something like:

***IF***
Unit 'dam1activator' is destroyed.
***THEN***
area 'dam1water' changes altitude to 1.00 in 10.00 seconds doing 0.01 dam_/sec.

I don't know if it'll do any difference, but at least try it out.

You can have a map larger than 1000x1000, but it'll be too laggy to play online, and too laggy in single-player aswell if you do not have a good computer. Also, making a map like that will take ages to texture and detail. Why would you want to make a big map like that? It'll be too far between the bases.

VTULCobra wrote:



Didn't work either, is there any way for you to check if the script is active or just waiting?

I wan't that big map cause it would be fun trying something different instead of the other maps where there's just a battlefield and then nothing more, in this map i wan't like 10 different villages and random stuff, so that if you play the map one time, and then play it again, you will actually find something different than you found the other round.
VTULCobra
14 years ago
Well, try making the map, post it on here when you're done and let me try it, see how it's like. ;)
And about the dam, could you attach a copy of your map on this thread?
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Billisa
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14 years ago

Well, try making the map, post it on here when you're done and let me try it, see how it's like. ;)
And about the dam, could you attach a copy of your map on this thread?

VTULCobra wrote:



Okay :D
And when you're checking the map, could you see if i did anything wrong with the AI?
Cause it's never building anything. Thanks.   noideatogoodname.rar (107kb) downloaded 9 time(s).
Billisa
  • Billisa
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14 years ago
Soo..? How's it going?
VTULCobra
14 years ago
First off, I can't find any dam, have you added one?
Second, the AI is not building because adding custom scripts will disable them. It'll only work with multiplayer.
If you'd like to use custom scripts with AI, you must import the original scripts aswell.
I think you can extract those scripts from either - Data\Scripts\MultiplayerScripts.scb, Data\Scripts\Scripts.ini or Data\Scripts\SkirmishScripts.scb, perhaps all of them?
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Billisa
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14 years ago

First off, I can't find any dam, have you added one?
Second, the AI is not building because adding custom scripts will disable them. It'll only work with multiplayer.
If you'd like to use custom scripts with AI, you must import the original scripts aswell.
I think you can extract those scripts from either - Data\Scripts\MultiplayerScripts.scb, Data\Scripts\Scripts.ini or Data\Scripts\SkirmishScripts.scb, perhaps all of them?

VTULCobra wrote:



Hmm, i think i said it wrong or something, it's not a dam, it's more like a pool of water, it is just over the player_2_start thingy.
When you destroy that building the water is going to sink.

And i tried launching the map in multiplayer, but it still does not build anything. AND then script isn't working either..
VTULCobra
14 years ago
I will check on the building/water again later on, but for now, I didn't mean that you should try AI in multiplayer, I mean that the AI does not work with custom scripting, unless you have the basic AI scripts aswell. The only way the map works with custom scripts only is multiplayer as in you vs other humans.
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Billisa
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14 years ago

I will check on the building/water again later on, but for now, I didn't mean that you should try AI in multiplayer, I mean that the AI does not work with custom scripting, unless you have the basic AI scripts aswell. The only way the map works with custom scripts only is multiplayer as in you vs other humans.

VTULCobra wrote:



Okay, so how do i extract the scripts for the AI then? Cause this map is going to be a 6 player map, my 2 other friends and me against 3 AI.
Drummin
14 years ago
Import this into your map.   AI_Scripts.zip (225kb) downloaded 16 time(s).
Billisa
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14 years ago

Import this into your map.

Drummin wrote:



Thank you.

When i start the map my headquarter automatically gets sold and then i lose...
Billisa
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14 years ago

Import this into your map.

Billisa wrote:



Thank you.

When i start the map my headquarter automatically gets sold and then i lose...

Drummin wrote:



Can anyone help me with this? Please? (Both the AI thingy and the water thingy.)
VTULCobra
14 years ago
I don't really know about those right now, either you'll have to wait for someone to figure out, or you'll have to wait for someone who already knows it and sees this thread.

Post #200 🙂
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Drummin
14 years ago
This seems to work fine.   noideatogoodname.zip (107kb) downloaded 17 time(s).
Billisa
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14 years ago

This seems to work fine.

Drummin wrote:



Yeah, and the AI works too?? I have no idea what you changed, but you fixed it! Thanks!
Billisa
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14 years ago

This seems to work fine.

Billisa wrote:



Yeah, and the AI works too?? I have no idea what you changed, but you fixed it! Thanks!

Drummin wrote:



I've got a big problem with the water thingy, whenever i destroy the building it does suck the water out of the lake, but it lags horribly!
Is there anyway to make it not lag? (Or is it just my computer?)
i^love^mixery
14 years ago
the lag is not fixable.

changing water height always lags like that.

the lag is insane on big maps (like 400x400 or bigger)

...bearable on small 100x100 maps.
NewNightmare
14 years ago

...bearable on small 100x100 maps.


China Mission 3 in Generals was not that small and not laggy at all, there must be a solution
i^love^mixery
14 years ago

...bearable on small 100x100 maps.

newnightmare wrote:


China Mission 3 in Generals was not that small and not laggy at all, there must be a solution



i just looked at the mission and out of pure luck i found an editors note:

Generals China Mission 3:
Scripting -> Neutral -> Dam Break -> Dam2.1a_Move_GLABridgeGuys -> Script Comment:

The "Water Grid" changes are to force the Wave to update the pathfind grid. The wave is purely cinematic, and doesn't modify the pathfind grid (because it would move at about 2 fps if it did), so we need to do it manually by setting the water grid height. John Ahlquist.



which means basically:
f**k that lag, we scripted the entire wave as a CINE_ event instead of fixing that lag 😎

also if you take a look at that same script:

*** IF ***
Timer 'Wait_3 Seconds' has expired.
*** THEN ***
The map is revealed at Waypoint 'WP_Def Con 2_Bridge End' with a radius of 200.00 feet for  0 .
The map is revealed at Waypoint 'WP_Def_Island 13' with a radius of 200.00 feet for  0 .
Move Unit 'GLA_BridgeGuy1' to Waypoint 'WP_Move_BridgeGuy1'.
Move Unit 'GLA_BridgeGuy2' to Waypoint 'WP_Move_BridgeGuy2'.
Move Unit 'GLA_BridgeGuy3' to Waypoint 'WP_Move_BridgeGuy3'.
Move Team 'GLA_BridgeRebels' to Waypoint 'WP_Move_BridgeGuys'.
area 'Water Grid' changes altitude to 6.00
area 'Water Grid' changes altitude to 3.00

they change the water height instantly.

the water which will reveal the path to the GLA base also sinks extremely slowly to keep the lag on a low level. it takes like 5 minutes for it to sink completly.