kdreamland
  • kdreamland
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12 years ago
Hi there again!
I did have big plans for ZH, but I don't have the time or motivation to do them any more.

So I am just trying to finish the modded version of TerroRs King of the Hill AOD map.

But I have a few problems. Perhaps you guys could help me out?

I have uploaded the map so you can take a look through and see what the deal is.

1. When adjusting the camera and such during the 'intro', part of the bottom of the map is cut off when play recommences. Not sure what is causing this. Perhaps Letterbox mode does this? Or could it be because......?


2. Game will not allow you to spawn crates ingame. So for example if I use code saying something like:

IF
timer expired

THEN
spawn unit "crate1" of type "2freecrusadertanks" on team "playercivilian" at waypoint "crate1"


But whenever it tries to do that, the game Generals Zero Hour encounters a serious fault and shuts down. Why is this? I tried switching the crate spawning team to "local player" or "this player" but same thing always happens.



3. Can you only have one USA CC controlling SW at one time? The default SkirmishAmerica CC can't fire the AirF_SuperWeapon_CarpetBomb, so I made a Airforce CC and told it to unleash the SW. It worked for others such as GLA and China, but there is only one of each of them. Is that a problem if you try to have multiple CCs from the same faction?


4. Please tell me what you think. The original map is VERY barebones, so I made a few changes.

EDIT - It won't let me upload the files. access is denied? no idea what they mean by that.


http://www.filedropper.com/kohs5  (Intro version)

http://www.filedropper.com/kohs6  (no intro preview version)


Please use kohs6 if you just want to try the map, and kohs5 if you want to see the intro.

EDIT 2 ok the link below is to the test map with no intro. I think it can be played fully.

http://www.filedropper.com/kingofthehillexstest1aod 


And here is the basic map you can d/l here from cnclabs

http://www.filedropper.com/kingofthehillaod_1 
Sponsor
i^love^mixery
12 years ago

Hi there again!
1. When adjusting the camera and such during the 'intro', part of the bottom of the map is cut off when play recommences. Not sure what is causing this. Perhaps Letterbox mode does this? Or could it be because......?

Originally Posted by: kdreamland 



there is a zoom limit. exceeding this limit will prevent the ground from being drawn. it has nothing to do with letterbox. solution: do not zoom out that far.


2. Game will not allow you to spawn crates ingame. So for example if I use code saying something like:

Originally Posted by: kdreamland 



it works just fine. but you have to put those scripts into the player folder of the player who you want to spawn the units for. so in that case PlyrCivilian. you have probably put them into the GLA folder, which will cause an instant game crash.



3. Can you only have one USA CC controlling SW at one time? The default SkirmishAmerica CC can't fire the AirF_SuperWeapon_CarpetBomb, so I made a Airforce CC and told it to unleash the SW. It worked for others such as GLA and China, but there is only one of each of them. Is that a problem if you try to have multiple CCs from the same faction?

Originally Posted by: kdreamland 



you should be able to send as many carpet bombers and other abilities at the same time as you wish. scripted ability usage ignores the countdown. particle cannons however are different, because they need to do and complete the animation before the SW can be launched.


4. Please tell me what you think. The original map is VERY barebones, so I made a few changes.

Originally Posted by: kdreamland 



Well, sorry to say that but.. in order to be good, aod maps HAVE to be very barebone. Therefore your map is horribly overloaded with stuff. many noobs who play it for the first time will be overwhelmed by all the *censored* going on and instantly give up. there is one basic rule for aod maps: keep it as simple as somehow possible. dont waste your time with all the effects.
kdreamland
  • kdreamland
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12 years ago

Hi there again!
1. When adjusting the camera and such during the 'intro', part of the bottom of the map is cut off when play recommences. Not sure what is causing this. Perhaps Letterbox mode does this? Or could it be because......?

Originally Posted by: I^Love^Mixery 



there is a zoom limit. exceeding this limit will prevent the ground from being drawn. it has nothing to do with letterbox. solution: do not zoom out that far.


2. Game will not allow you to spawn crates ingame. So for example if I use code saying something like:

Originally Posted by: kdreamland 



it works just fine. but you have to put those scripts into the player folder of the player who you want to spawn the units for. so in that case PlyrCivilian. you have probably put them into the GLA folder, which will cause an instant game crash.



3. Can you only have one USA CC controlling SW at one time? The default SkirmishAmerica CC can't fire the AirF_SuperWeapon_CarpetBomb, so I made a Airforce CC and told it to unleash the SW. It worked for others such as GLA and China, but there is only one of each of them. Is that a problem if you try to have multiple CCs from the same faction?

Originally Posted by: kdreamland 



you should be able to send as many carpet bombers and other abilities at the same time as you wish. scripted ability usage ignores the countdown. particle cannons however are different, because they need to do and complete the animation before the SW can be launched.


4. Please tell me what you think. The original map is VERY barebones, so I made a few changes.

Originally Posted by: kdreamland 



Well, sorry to say that but.. in order to be good, aod maps HAVE to be very barebone. Therefore your map is horribly overloaded with stuff. many noobs who play it for the first time will be overwhelmed by all the *censored* going on and instantly give up. there is one basic rule for aod maps: keep it as simple as somehow possible. dont waste your time with all the effects.

Originally Posted by: kdreamland 





1. I never touched the zoom limit....what do you mean? the script just saws "place camera at waypoint etc etc" How about resizing the map to take this weird thing into account?


2. OOOOHHH ok I understand now, of course, put them in the actual script folder of the team they are spawnning onto. Thanks!



3. Hmm. It seems that there is a possible clash, there is the AirF carpet bomb, and the SuperWeapon_Carpet Bomb, now I'm guessing the second one is Chinas, I may have got confused lol.




4. Ah well......perhaps it should only be considered as an alternative to TerroRs already great map. It isn't a map for total noobs, you are right there. But then you try a map like Hazardous Materials, which is really noob unfriendly! lol


However I have tried it online various times, and people do seem to either 'click' and understand what is going on, or they get left behind and become angry/rage Did you ever try the final wave? I think you would have liked it. I generally find that the players who really complain and quit do the same if the map is Full AOD V8 or Dark Fortress, or anything beyond the most basic of maps.

Those AOD maps that are just a valley, 4 spawn points, and enemies getting to the bottom are so rudimentary. I like to mixery it up a bit :D



The original KOH map is ok.....but seriously, don't you feel it's a little too bland? I tried to make this mod of it in response to people telling me about what they didn't like about it lol.



Anyway I am sad you don't like it, but some (I'll be honest about 50/50) people seem to like it, so I will take your suggestions onto consideration.
i^love^mixery
12 years ago
I am not exactly sure what you mean with 1.

There is no possible way it is caused by the zooming limit if you only jump from one waypoint to the next. So I must have misunderstood you.
Can you make a screenshot of the stuff which gets cut off?

About our little discussion:
The original KOH map is okay. I dislike the "cheating" computer enemy, to be more precise the infinitely respawning comp defense systems and all the special abilities launched at the area which you have to defend. Anyhow.. because of that the map is actually quite challenging. The map would be really great and popular if the mapper would have achieved that without the named issues.

Also: How are Dark Fortress or Full AOD V8 beyond the most basic of maps? Those are 2 very badly balanced and user-unfriendly maps. Anything but basic stuff. Also both maps are never hosted online, confirming my thoughts. Famous aod maps cannot possibly have a complicated map layout or chaotic wave/attack system. It just doesnt work out. Hazardous Materials is another good example for a bad aod map. One of the most complicated AODs there is, and one of the most-hated too. The map basically fails in any point, required to be popular. Before you ask: I only know it because I know any AOD there is, so the fact that I know all of these maps doesn't count 😛
kate
  • kate
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12 years ago
Smoke Generators are Custom Objects I put down to simulate cloudiness/non harmful fog.
I also have a Custom Texture for the water.
There is also a Custom ParticleSystem to make the smoke behave as it should.

Tinkering with map.ini and there I have it.
But, I'm wondering how make water not 'swish' around.

I wanted to make this so that I make the illusion of being super high up in the skies.
precision_bomber
12 years ago
^
Person just copied something I put up.

Anywhoo.
I don't really know if Custom ParticleSystems will work, since my base is my mod.
Custom Objects however...
>>You can grab an existing object, and change how it behaves(like emit a ParticleSystem per se).
>>Make sure the object you desire to make like a smoke generator is something inconspicuous.
>>It can be a broken down car, or a really small object, that no one will notice.
>>Make them invincible.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
kdreamland
  • kdreamland
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12 years ago
Hey there.
1. It is literally all the bottom part of the map, by the supply drops and the techs. If you notice on the minimap it will show that you cannot select the very lowest area of the map when you try moving to the very bottom of the screen. Very weird. Check it out for yourself when you d/l the kos5 version in the first link



As to your feelings about AOD maps...I guess we just differ in what we feel AOD maps should be like. That's ok, you can have your opinion and I can have mine. Now I see, you are the guy who made the I-love-aod map. I have another mini mission map you made. It's good. I just prefer the chaos and insanity of the other maps. I think you prefer it if any player can approach any AOD map with any army and beat it first time.



2. Also having trouble trying to force enemy Nuke Launchers to fire Neutron shells. I use the scripts:

If
True

Spawn unit nuketest of type Nuke_ChinaNuclearMissileLauncher on teamSkirmishAmerica at waypoint Waypoint Nuketest

If
True

Team Nukecannonneutron begins hunting using ability Command_ChinaNeutronWarhead

If
True

Team teamSkirmishAmerica use Ability Command_UpgradeChinaNeutronShells


What am I doing wrong?

3. And the AirF carpet bomb still will not fire for me. The scripts I am using are:

*** IF ***
True.

Player 'SkirmishAmerica' is granted Science 'SCIENCE_AirF_CarpetBomb'.
Player 'SkirmishAmerica' set Science 'SCIENCE_AirF_CarpetBomb' availability to Science availability 'Available'.

IF
Team 'SpawnCC' has been destroyed.

Unit 'CommandCAirf' fires Special power 'AirF_SuperweaponCarpetBomb' at Waypoint 'AnrgyMobambush'.

But it still will not fire?

Thanks!


i^love^mixery
12 years ago

I think you prefer it if any player can approach any AOD map with any army and beat it first time.

Originally Posted by: kdreamland 



No, that is definitely not true.

I prefer plain maps with 100% clear map design and absolutely obvious objectives.

My aod maps usually couldnt be any harder, definitely very far away from first-try maps.

About your problems: They dont sound like a big deal but I cannot take a look at them until tomorrow.
kdreamland
  • kdreamland
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12 years ago
i^love^mixery
12 years ago
Still found no time to take a look at the map, sry. Last days with high temperature of the year and I needed to ride my motorbike.

About the carpet bomber: do not use a command centre to launch it. use a strategy centre instead.

about the neutrone thingys:
first do the upgrade like this:
unit "nuclear missile launcher" use command button "neutrone shell upgrade"

after 2 minutes or so do this:
unit "nuke artillery" use command button "switch to neutrone shells"

then:
unit "nuke artillery" begins hunting.


pseudo code apparantly, but that should do the trick. the point is, that they have switchable munition. They do not have different abilties. so you can not hunt using an ability in that case. just switch to the desired munition once the unit/team is spawned using named script. then script them like normal attack units. hint: attack-move is really strong with artillery (but also causes a little lag!)

Ill take a look at that border issue some time soon.
kdreamland
  • kdreamland
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12 years ago
Hey, thanks for that! I didn't realize I had to create an air force Strat and then fire it from there!

And the Neutron shells thingy, I spent ages searching for 'switch to neutrone shells' but lol it's just under 'Command_NeutronShells' and that switches it for them!



Yeah if you could get round to looking at the border issue that would be great. Really annoying how whenever I try to do anything with the camera, upon completion, the very bottom of the map is inaccessible.
i^love^mixery
12 years ago
The uploads are all down, guess you have to re-upload.
Nevermind.. i found the map.

Taking a look now.
i^love^mixery
12 years ago
Okay I found it..

Do not reset the camera ontop of the mountain. that causes this bug. Reset the camera to a waypoint on default height (for example the player start waypoints).

Create these scripts, disable them by default:


*** IF ***
     Player '<Local Player>' starting position is  2  .
*** THEN ***
  Reset to Waypoint 'Player_2_Start', taking 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.


*** IF ***
     Player '<Local Player>' starting position is  3  .
*** THEN ***
  Reset to Waypoint 'Player_3_Start', taking 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.


*** IF ***
     Player '<Local Player>' starting position is  4  .
*** THEN ***
  Reset to Waypoint 'Player_4_Start', taking 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.


*** IF ***
     Player '<Local Player>' starting position is  5  .
*** THEN ***
  Reset to Waypoint 'Player_5_Start', taking 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.


After the intro is done, enable those 4 scripts (Scripting -> Script -> Enable Script.)

Do not use in any other way!

Oh and sorry for the delay!
kdreamland
  • kdreamland
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12 years ago
ahhh I see. Never would have figured that out. Thanks!
And thanks again for the scripts showing me how to reset each player back to their CC. I don't see too many maps with this.

I'm getting inspired to try and make the other two maps I had in mind.....but it would probably mean badgering you with 20 more questions lol
i^love^mixery
12 years ago
No problem at all.

It might take a little time but I will do my best to help you.

And remember using in that way WILL make the game desync for the players, thus you can create different camera events, briefings, display timers and much more depending on the start position of the player.

But keep in mind that the match will end if you go over the limit. Lets say.. moving a unit into 2 different directions depending on the start position will cause the mismatch error message. even sound effects will cause mismatch.

I have used that stuff a lot in my mini mission map.

Desyncing the game on purpose is top-notch scripting. Be careful with it.
kdreamland
  • kdreamland
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12 years ago
Hmm.......I might have to try that in the 3rd map I have planned....

Two more quick questions for now though:

1. Having trouble making units exit from GLA tunnels and GLA Hole. Just going to 'garrison' and having 'team exit unit 'toxic tunnel 1' for example doesn't seem to work. What am I doing wrong?


2. Some maps have buildings like bunkers and CCs etc garrisonable, so that you can enter a Patriot defence and immediately take control of it. How do you do this?
i^love^mixery
12 years ago

Hmm.......I might have to try that in the 3rd map I have planned....

Two more quick questions for now though:

1. Having trouble making units exit from GLA tunnels and GLA Hole. Just going to 'garrison' and having 'team exit unit 'toxic tunnel 1' for example doesn't seem to work. What am I doing wrong?


2. Some maps have buildings like bunkers and CCs etc garrisonable, so that you can enter a Patriot defence and immediately take control of it. How do you do this?

Originally Posted by: kdreamland 



1. To enter use this:
Unit -> Transport -> Load
or
Team -> Transport -> Load

To exit use this:
Unit "tunnel" use command button Command_Evacuate.

2. Unit -> Status -> Make unmanned.
kdreamland
  • kdreamland
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12 years ago
thanks!

How do you change the scripting based on the difficulty of the computer army? So perhaps less harder waves if the army is set to easy for example?
i^love^mixery
12 years ago
In the first tab of each script you can select the difficulty the script is supposed to run for. So you can do something like this:

***IF***
Timer wave_01 has expired.
***THEN***
Enable script wave_01_easy
Enable script wave_01_normal
Enable script wave_01_hard

Wave scripts, disabled by default:
wave_01_easy:

[X]EASY
[ ]NORMAL
[ ]HARD
***IF***
true
***THEN***
Spawn an instance of team wave_01_easy at waypoint spawn.
wave_01_normal:

[ ]EASY
[X]NORMAL
[ ]HARD
***IF***
true
***THEN***
Spawn an instance of team wave_01_normal at waypoint spawn.
wave_01_hard:

[ ]EASY
[ ]NORMAL
[X]HARD
***IF***
true
***THEN***
Spawn an instance of team wave_01_hard at waypoint spawn.

As you can see this is a lot of work for each wave. I always use other ways to alter the difficulty of my aod maps. Too lazzy to create 3 versions of each wave. I change the start cash and the time in between waves instead.
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