JMCF125
  • JMCF125
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14 years ago
Hi,
I'm new in map creation, and I've created a skirmish/single-player map that works with an enemie that attacks and a few details.

The problem is that the command centers and the supplies next to the player are out of the map, and I put them in the map.

It seems like the game is cutting the edges of the map! How can I solve this?

Thanks,
João Miguel
Sponsor
VTULCobra
14 years ago
Did you build inside the orange border?
When you make a new map you get to pick map size and border size. Make the map size whatever you want, but the border should be around 30, then, build inside the orange border.
Rank up!
JMCF125
  • JMCF125
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14 years ago
I cannot see any orange border. The border in my map is set to 50. I can't see where it is in any map (I opened downloded maps to check it). What should I do now? Put the bases out of the border I can't see? I tried to change the border to 0 and add 100 to lenght and width of the map but the problem remains. I hope you reply soon.

Thank you,
João Miguel
JMCF125
  • JMCF125
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14 years ago
Hello again,

I forgot something. When selecting the map in-game, before I resized the map, the suplies were out of the map picture. After the resizing, they were in the map.
JMCF125
  • JMCF125
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14 years ago
I tried everything! It just doesn't work! Please help me! Can I send you the map for you to tell me what's wrong about it?
VTULCobra
14 years ago
Hello again, sorry for the late reply.
Can you send me a print screen from you screen when world builder is running (Prt Scrn button)?
If I see no border either, then you can send me the map.
Rank up!
JMCF125
  • JMCF125
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14 years ago
Hi, sorry for the delay,
Here's the PrintScreen. The bottom of the map is strange because I resized the map. The border is now at 30.

Thanks,
João Miguel   mapa.jpg (437kb) downloaded 16 time(s).
NewNightmare
14 years ago
did you turn the borders in first place? coz I cant see any orangy lines on that SS, it's in View>*something about showing borders*
you'll then see the actual map area, so you can place everything inside it.
JMCF125
  • JMCF125
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14 years ago
Ups...

I didn't know it. I clicked View->Show Map Boundaries and now I can see the orange border. But that raises the real problem: Must I rebuild the map or can I changes the orange boundaries? Take a look at the PrintScreen and you'll see my problem. Both bases and some civilian buildings and vehicles are out of the map.

Thank you,
João Miguel   mapa com limites.jpg (388kb) downloaded 7 time(s).
i^love^mixery
14 years ago
put the map into a .zip and upload it please. pictures wont help at all.
JMCF125
  • JMCF125
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14 years ago
Here it is.   MapaFullManual.rar (43kb) downloaded 5 time(s).
i^love^mixery
14 years ago
firstly:
your waypoint attack path names are WRONG.
Flank1 has to be the path leading into the base Player 1, not the path leading out of it.

also its not FlankPath, its Flank.
its not CenterPath, its Center.
its not BackDoorPath, its Backdoor.

secondly:
your map is too big. a lot too big. if you want to play it online then it will cause major lag only because of its terrain size of 600x600.
for you next map stick to something smaller:
100x100 to 300x300 for 2 player maps
200x200 to 350x350 for 4 player maps

thirdly:
the train didnt work, the boundaries were screwed.

fixed all of it, have fun.   MapaFullManualv2.zip (43kb) downloaded 5 time(s).
JMCF125
  • JMCF125
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14 years ago
Hi,

First of all, thank you a lot for your time and work. The map works perfectly. This wasn't just my first single-player map. It was my first map. I read a lot of instructions to build the map, and when I finished, I built the confusing map you've seen. Now that I've learned more about building maps, I can use my new skills to make them awesome and in a near future put them in sites like this or Stratagy Informer for others to enjoy.

João Miguel

i^love^mixery
14 years ago
you are welcome.

have fun in the zero hour mapping world and feel free to come back here when you are stuck somewhere 😁
JMCF125
  • JMCF125
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14 years ago
Hello,

The train was moving well and it run over an enemy's tank 😄. But does that work with other civilian units, I mean can you put a waypoint path across the battlefield for them to follow? And can the train have room for the player's units, so when it is full it goes to the enemy base and vice-versa?

Thank you once again,
João Miguel
i^love^mixery
14 years ago

Hello,

The train was moving well and it run over an enemy's tank 😄. But does that work with other civilian units, I mean can you put a waypoint path across the battlefield for them to follow? And can the train have room for the player's units, so when it is full it goes to the enemy base and vice-versa?

Thank you once again,
João Miguel

JMCF125 wrote:



yes both is possible.

the train is special when it comes down to movement because it is the only unit that will automatically follow the nearest waypoint path without any scripting required.

just put a train (without train cars) somewhere, make some waypoint circle near it and it will automatically follow it.

for cars and other stuff you will need scripts. here is a short tutorial:
1. place units you want to get moving on map on team PlyCivilian and give them a name in the object properties window
2. make a waypoint path and give that path a label (the red text like Flank1, put in Road1 instead for example)
3. go to script menu, click on PlyrCivilian folder, click on new script and go to the action tab of the script (action if true)
4. click "new", search the script Unit -> Move -> Follow exactly wayopint path
5. put the unit name and the waypoint path label into that script
6. click OK OK OK, save the map, start the map and be happy.

i can give you a more detailed description if you need one.

the thing about a garrisonable train is quite a lot more complicated.

try to get the movement stuff to work, come back if you accomplished that and i will try to explain garrisonable trains to you.
acidbrain
14 years ago
For a garrisonable train add this code to the map.ini.

Object TrainCar04
  AddModule
    Draw = W3DModelDraw ModuleTag_Firepoints
      OkToChangeModelColor = Yes
      DefaultConditionState
        Model         = UVBattBus_D1
        HideSubObject = CHASSIS BUSUP02 OBJECT01 BOX01 BUSUP01
      End
    End
  End

  ArmorSet
    Armor    = UpgradedTankArmor
    DamageFX = TankDamageFX
  End
  WeaponSet        
    Conditions = None
    Weapon     = PRIMARY ListeningOutpostUpgradedDummyWeapon
  End
  
  VisionRange         = 300.0  
  ShroudClearingRange = 350
  
  KindOf = STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT GARRISONABLE_UNTIL_DESTROYED SALVAGER
 
  ReplaceModule ModuleTag_02  
    Body = ActiveBody ModuleTag_02_Override        
      MaxHealth     = 1000.0        
      InitialHealth = 1000.0  
    End 
  End
 
  ReplaceModule ModuleTag_03  
    Behavior = GarrisonContain ModuleTag_03_Override        
      ContainMax              = 8        
      PassengersAllowedToFire = Yes        
      EnterSound              = GarrisonEnter        
      ExitSound               = GarrisonExit        
      DamagePercentToUnits    = 10%        
      AllowInsideKindOf       = INFANTRY VEHICLE HUGE_VEHICLE        
      MobileGarrison          = Yes  
      ;InitialRoster            = GLAInfantryTerrorist 0  
    End 
  End
 
  AddModule  
    Behavior = TransportAIUpdate ModuleTag_AI
      Turret
        TurretTurnRate        = 360
        ControlledWeaponSlots = PRIMARY
      End
      AutoAcquireEnemiesWhenIdle = Yes
      MoodAttackCheckRate        = 250
    End
  End
End

;------------------------------------------------------------------------------
Object TrainCarFlat
  AddModule  
    Draw = W3DModelDraw ModuleTag_Tur
      OkToChangeModelColor = Yes
      DefaultConditionState
        Model             = UVQuadCann
        Turret            = TURRET
        TurretPitch       = TURRETEL
        HideSubObject     = CHASSIS TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04
        ShowSubObject     = TURRET
        WeaponFireFXBone  = PRIMARY   BarrelMS
        WeaponMuzzleFlash = PRIMARY   BarrelFX
        WeaponRecoilBone  = PRIMARY   Barrel
        WeaponFireFXBone  = SECONDARY BarrelMS
      End

      ConditionState = REALLYDAMAGED
        Model = UVQuadCann_D
      End
      AliasConditionState = RUBBLE

      ;----------2 chevrons--------------
      ConditionState = WEAPONSET_ELITE  ;WEAPONSET_PLAYER_UPGRADE
        Turret            = TURRETUP01
        TurretPitch       = TURRETEL01
        HideSubObject     = CHASSIS TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04
        ShowSubObject     = TURRETUP01
        WeaponFireFXBone  = PRIMARY   BarrelUp01MS
        WeaponMuzzleFlash = PRIMARY   BarrelUp01FX
        WeaponRecoilBone  = PRIMARY   BarrelUp01
        WeaponFireFXBone  = SECONDARY BarrelUp01MS
      End        

      ConditionState = WEAPONSET_ELITE REALLYDAMAGED          
        Model             = UVQuadCann_D
        Turret            = TURRETUP01
        TurretPitch       = TURRETEL01
        HideSubObject     = CHASSIS TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04
        ShowSubObject     = TURRETUP01
        WeaponFireFXBone  = PRIMARY   BarrelUp01MS
        WeaponMuzzleFlash = PRIMARY   BarrelUp01FX
        WeaponRecoilBone  = PRIMARY   BarrelUp01
        WeaponFireFXBone  = SECONDARY BarrelUp01MS
      End
      AliasConditionState = WEAPONSET_ELITE RUBBLE

      ;----------3 chevrons--------------
      ConditionState = WEAPONSET_HERO  ;WEAPONSET_PLAYER_UPGRADE
        Turret            = TURRETUP02
        TurretPitch       = TURRETEL02
        HideSubObject     = CHASSIS TURRET TURRETUP01 BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04
        ShowSubObject     = TURRETUP02
        WeaponFireFXBone  = PRIMARY   BarrelUp02MS
        WeaponMuzzleFlash = PRIMARY   BarrelUp02FX
        WeaponRecoilBone  = PRIMARY   BarrelUp02
        WeaponFireFXBone  = SECONDARY BarrelUp02MS
      End

      ConditionState = WEAPONSET_HERO REALLYDAMAGED
        Model             = UVQuadCann_D
        Turret            = TURRETUP02
        TurretPitch       = TURRETEL02
        HideSubObject     = CHASSIS TURRET TURRETUP01 BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04
        ShowSubObject     = TURRETUP02
        WeaponFireFXBone  = PRIMARY   BarrelUp02MS
        WeaponMuzzleFlash = PRIMARY   BarrelUp02FX
        WeaponRecoilBone  = PRIMARY   BarrelUp02
        WeaponFireFXBone  = SECONDARY BarrelUp02MS
      End
      AliasConditionState = WEAPONSET_HERO RUBBLE
    End
  End

  ArmorSet
    Armor    = QuadCannonArmor;UpgradedTankArmor
    DamageFX = TankDamageFX
  End
  WeaponSet
    Conditions = None
    Weapon            = PRIMARY   QuadCannonGun
    Weapon            = SECONDARY QuadCannonGunAir
    PreferredAgainst  = SECONDARY AIRCRAFT BALLISTIC_MISSILE
    AutoChooseSources = PRIMARY   FROM_PLAYER FROM_AI FROM_SCRIPT
    AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
  WeaponSet
    Conditions = ELITE
    Weapon            = PRIMARY   QuadCannonGunUpgradeOne
    Weapon            = SECONDARY QuadCannonGunUpgradeOneAir
    PreferredAgainst  = SECONDARY AIRCRAFT BALLISTIC_MISSILE
    AutoChooseSources = PRIMARY   FROM_PLAYER FROM_AI FROM_SCRIPT
    AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End
  WeaponSet
    Conditions = HERO
    Weapon            = PRIMARY   QuadCannonGunUpgradeTwo
    Weapon            = SECONDARY QuadCannonGunUpgradeTwoAir
    PreferredAgainst  = SECONDARY AIRCRAFT BALLISTIC_MISSILE
    AutoChooseSources = PRIMARY   FROM_PLAYER FROM_AI FROM_SCRIPT
    AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
  End

  VisionRange         = 200
  ShroudClearingRange = 360
  IsTrainable         = Yes
  ExperienceValue     = 50 70 100 150 ;Experience point value at each level
  ExperienceRequired  = 0  15 40  80  ;Experience points needed to gain each level

  KindOf = STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT GARRISONABLE_UNTIL_DESTROYED SALVAGER

  ReplaceModule ModuleTag_02
    Body = ActiveBody ModuleTag_02_Override
      MaxHealth     = 1500.0
      InitialHealth = 1500.0
    End
  End

  AddModule
    Behavior = TransportAIUpdate ModuleTag_AI
      Turret
        TurretTurnRate        = 360
        TurretPitchRate       = 360
        MinPhysicalPitch      = -30
        AllowsPitch           = Yes
        ControlledWeaponSlots = PRIMARY SECONDARY
        FiresWhileTurning     = Yes
      End
      AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS
      MoodAttackCheckRate        = 500
    End
  End

  AddModule
    Behavior = GarrisonContain ModuleTag_Gar
      ContainMax              = 4
      PassengersAllowedToFire = Yes
      EnterSound              = GarrisonEnter
      ExitSound               = GarrisonExit
      DamagePercentToUnits    = 10%
      MobileGarrison          = Yes
      AllowInsideKindOf       = INFANTRY VEHICLE
    End
  End

  ;AddModule
  ;  Behavior = WeaponSetUpgrade ModuleTag_WpnUp
  ;    TriggeredBy = Upgrade_Veterancy_HEROIC
  ; End
  ;End

  AddModule
    Behavior = PropagandaTowerBehavior ModulePropaganda
      Radius                        = 60.0
      DelayBetweenUpdates           = 2000
      HealPercentEachSecond         = 1%
      ;PulseFX                      = FX_OverlordPropagandaTowerPropagandaPulse
      UpgradeRequired               = Upgrade_Veterancy_ELITE ;Upgrade_GLAJunkRepair Upgrade_AmericaCompositeArmor Upgrade_ChinaSubliminalMessaging
      UpgradedHealPercentEachSecond = 2%
      ;UpgradedPulseFX              = FX_OverlordPropagandaTowerSubliminalPulse
      AffectsSelf                   = Yes
    End
  End
End

;------------------------------------------------------------------------------
Object TrainEngineNoCars
  AddModule
    Draw = W3DModelDraw ModuleTag_Firepoints
      OkToChangeModelColor = Yes
      DefaultConditionState
        Model         = UVBattBus_D1
        HideSubObject = CHASSIS BUSUP02 OBJECT01 BOX01 BUSUP01
      End
    End
  End

  WeaponSet
    Conditions = None
    Weapon     = PRIMARY ListeningOutpostUpgradedDummyWeapon
  End

  VisionRange         = 300.0
  ShroudClearingRange = 350

  KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT GARRISONABLE_UNTIL_DESTROYED SALVAGER

  AddModule
    Behavior = TransportAIUpdate ModuleTag_AI
      Turret
        TurretTurnRate        = 360
        ControlledWeaponSlots = PRIMARY
      End
      AutoAcquireEnemiesWhenIdle = Yes
      MoodAttackCheckRate        = 250
    End
  End

  ReplaceModule ModuleTag_03
    Behavior = RailroadBehavior ModuleTag_03_Override
      PathPrefixName  = Railroad

      ;=== PARAMETERS FOR ALL CARRIAGES ===
      RunningGarrisonSpeedMax = 1
      KillSpeedMin            = 1
      Friction                = 0.995
      BigMetalBounceSound     = BuildingFallingMetal
      SmallMetalBounceSound   = VehicleImpactHeavy
      MeatyBounceSound        = InfantryCrush
      ClicketyClackSound      = TrainClicketyClack
      WhistleSound            = TrainWhistle

      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
      IsLocomotive            = Yes
      SpeedMax                = 5
      Acceleration            = 1.03
      WaitAtStationTime       = 10000  ; ten seconds
      Braking                 = 0.97
      RunningSound            = TrainRunningLoop
      CrashFXTemplateName     = SpecialEffectsTrainCrashObject
      CarriageTemplateName    = TrainCarFlat
      CarriageTemplateName    = TrainCar04
      CarriageTemplateName    = TrainCar04
      CarriageTemplateName    = TrainCar04
      CarriageTemplateName    = TrainCarFlat
    End
  End

  AddModule
    Behavior = GarrisonContain ModuleTag_04
      ContainMax              = 5
      PassengersAllowedToFire = Yes
      EnterSound              = GarrisonEnter
      ExitSound               = GarrisonExit
      DamagePercentToUnits    = 10%
      MobileGarrison          = Yes
      AllowInsideKindOf       = INFANTRY VEHICLE HUGE_VEHICLE
    End
  End

  AddModule
    Behavior = PropagandaTowerBehavior ModulePropaganda
      Radius                        = 50.0
      DelayBetweenUpdates           = 2000  ; in milliseconds
      HealPercentEachSecond         = 1%
      ;PulseFX                      = FX_OverlordPropagandaTowerPropagandaPulse
      UpgradeRequired               = Upgrade_GLAJunkRepair Upgrade_AmericaCompositeArmor Upgrade_ChinaSubliminalMessaging
      UpgradedHealPercentEachSecond = 2%
      ;UpgradedPulseFX              = FX_OverlordPropagandaTowerSubliminalPulse
      AffectsSelf                   = Yes
    End
  End
End

You'll have to use the TrainEngineNoCars in WB for this to work properly.
If you want the AI to garrison the train your scripts should make the AI team go near the train station, and when the train has stopped there, give the team the command to garrison the nearest building.
Provided the nearest structure to them is one of the train cars, they will then garrison it.
There will be Quadcannonturrets on the flat traincars.
This stuff was originaly posted and made by Beng on another forum, so thanks Beng for the info.

Greetz, acidbrain
Panem et kirkinses
Drummin
14 years ago
CINE_TrainEngine doesn't require map.ini file to be garrisoned.
i^love^mixery
14 years ago
CINE_TrainEngine is a complete, fully garrisonable train by default?

cool. didnt know that one.

i would have added train cars manually (without .ini file).

how do you again get that train to stop at waypoint?

add _STATION to the waypoints name, right?
acidbrain
14 years ago

CINE_TrainEngine doesn't require map.ini file to be garrisoned.

Drummin wrote:



Ok, why are all the GarrisonContain modules commented than...❓
The CINE_TrainEngine uses 2x TrainCar03, TrainCoal and a TrainCab and in all those objects except for the TrainCoal because it can't be garrisoned the GarrisonContainModule is commented out by Lorenzen...
Or am i missing something here?

Object CINE_TrainEngine

    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCab

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_04
;    ContainMax          = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

Object TrainCar03

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

Object TrainCab

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

Panem et kirkinses