Jundiyy
  • Jundiyy
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago
Hi,
So I have been trying to figure out what all these things in this option mean, as I think its the answer to my scripting. Player - Owns - Player has (comparison) kind of unit or structure in an area.

I have 2 scripts,
1. If player0 has units in area "Finish Game" Then Market is transferred over to player0

2. If player0 has Equal to 0 unit or structure with Kind is STRUCTURE in the area "Finish Game" Then Market is removed from this world.

My Problem, I wanted the player to get a free market (which is off the map, outside the border - this part works perfect), player0 gets this "invisible market" now if he loses all his buildings, he wont die as this market is still his and is off map, so I made the 2nd script to destroy the market.
The problem now occurs, if the player has a defensive building, or garrisoned a civilian building or has a reinforcement pad in his control AND has NO BUILDINGS or ANY UNITS, he is still alive, until these defence/civilian buildings are destroyed. (A bit like Red Alert, you didn't need buildings to live, just your last unit was enough).

I know its because I used "structure" but I don't know what else to use as I don't know what they mean and I don't have a manual. EA manual isn't so clear as well.
I don't mind if the defence keeps you alive, but the civilian buildings, I don't think that makes sense, (I have tried it as well, as soon as you exit the building, you will die as now you don't own any buildings).

Any help plz?
Sponsor
klingondragon
9 years ago
You could use 'MP_COUNT_FOR_VICTORY'. As long as the market doesn't have that as one of its KindOfs (If it does you could try using a map.ini to change the KindOfs).
acidbrain
9 years ago
Make an area with the same size of the border and check if the following kindof´s are owned by the player in that area:
GARRISONABLE_UNTIL_DESTROYED ; Garrisonable buildings and such
TECH_BUILDING ; Oilderricks, reinforcementpads and such
TECH_BASE_DEFENSE ; base defense buildings and such
SPAWNS_ARE_THE_WEAPONS ; Firebase and stuff

There are more options so here are all the kindof´s:


KindOf list:
IGNORE_DOCKING_BONES
CONSERVATIVE_BUILDING
DEMOTRAP
EMP_HARDENED
TECH_BASE_DEFENSE
CANNOT_RETALIATE
REJECT_UNMANNED
NO_SELECT
AIRCRAFT_CARRIER
OPTIMIZED_TREE
PROP
BLAST_CRATER
BOOBY_TRAP
REVEALS_ENEMY_PATHS
MONEY_HACKER
CLIFF_JUMPER
DONT_AUTO_CRUSH_INFANTRY
IGNORES_SELECT_ALL
HERO
INERT
DISGUISER
REVEAL_TO_ALL
SUPPLY_SOURCE
CANNOT_BUILD_NEAR_SUPPLIES
SPAWNS_ARE_THE_WEAPONS
SHOW_PORTRAIT_WHEN_CONTROLLED
HULK
IMMUNE_TO_CAPTURE
BOAT
GARRISONABLE_UNTIL_DESTROYED
PARACHUTE
PARACHUTABLE
SUPPLY_SOURCE_ON_PREVIEW
CLICK_THROUGH
BALLISTIC_MISSILE
CAN_SEE_THROUGH_STRUCTURE
DRONE
PRODUCED_AT_HELIPAD
POWERED
TECH_BUILDING
AUTO_RALLYPOINT
FORCEATTACKABLE
LOW_OVERLAPPABLE
AIRCRAFT_PATH_AROUND
DEFENSIVE_WALL
WALK_ON_TOP_OF_WALL
ATTACK_NEEDS_LINE_OF_SIGHT
ALWAYS_SELECTABLE
PORTABLE_STRUCTURE
CLEANUP_HAZARD
MINE
UNATTACKABLE
ALWAYS_VISIBLE
SMALL_MISSILE
CLEARED_BY_BUILD
CAPTURABLE
CRATE
IGNORED_IN_GUI
MOB_NEXUS
CAN_BE_REPULSED
CAN_RAPPEL
NO_HEAL_ICON
SCORE_DESTROY
SCORE_CREATE
SCORE
REBUILD_HOLE
MP_COUNT_FOR_VICTORY
DRAWABLE_ONLY
CASH_GENERATOR
STEALTH_GARRISON
HEAL_PAD
REPAIR_PAD
NO_COLLIDE
WAVE_EFFECT
WAVEGUIDE
NO_GARRISON
PRELOAD
PROJECTILE
BRIDGE_TOWER
LANDMARK_BRIDGE
BRIDGE
TRANSPORT
WEAPON_SALVAGER
ARMOR_SALVAGER
SALVAGER
LINEBUILD
COMMANDCENTER
HARVESTER
DOZER
HUGE_VEHICLE
AIRCRAFT
VEHICLE
INFANTRY
STRUCTURE
SHRUBBERY
CAN_CAST_REFLECTIONS
STICK_TO_TERRAIN_SLOPE
CAN_ATTACK
IMMOBILE
SELECTABLE
OBSTACLE
FS_STRATEGY_CENTER
FS_SUPPLY_CENTER
FS_BLACK_MARKET
FS_SUPERWEAPON
FS_SUPPLY_DROPZONE
FS_AIRFIELD
FS_WARFACTORY
FS_BARRACKS
FS_ADVANCED_TECH
FS_TECHNOLOGY
FS_BASE_DEFENSE
FS_FACTORY
FS_POWER
FS_INTERNET_CENTER
FS_FAKE


Panem et kirkinses
Jundiyy
  • Jundiyy
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago
Thank you to both, I didn't understand the first answer too much.
I managed to get it close to my needs by simply complicating the border area for "Finish Game" but making it come into the oil/tech building and as close as possible to its spawn point.
Basically this building is not included in the area anymore.

But it does mean, if someone did have his last building left and built it in the exact same spot then he would lose his market, but I think that is very very rare, 0.01%.
I have another question which I have been looking for but I think it's best I start a new topic?