loveBomber
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9 years ago
Hello!
I'm trying to create a simple wave/ round based 2 player map. Both player positions are in the center of the map, a 3rd dummy position is in the top left. I put the Easy Tank General AI there (in the in-game lobby) which I modified in my skirmish scripts (it was never used anyway).
I can spawn an instance of a Battlemaster team at some waypoint and let it attack move to the center of the map, based on an ESCALATION counter first and then a wave counter later.

The question now is: How can I create X teams at wave Y?
I wish I could do something like this:
Every 60secs: Increase _ATTACK_WAVE by 1. Set a counter named _SPAWN_BMS to let's say _ATTACK_WAVE.
Every frame: If _SPAWN_BMS > 0, then spawn a team (at some (_SPAWN_WAYPOINT++)%8) and decrement _SPAWN_BMS.
However, the italic part is where I am failing right now. I can only set my _SPAWN_BMS counter to a fixed value. 😮

Is there anything I can do to realize that? I've had a look at the timer stuff but that doesn't seem right either. I've thought maybe I would need to start additional scripts recursively or iteratively (which then spawn additional teams in the future) but I hope I can avoid that just with a counter or 2.

Thanks for reading.

EDIT: Oh this is probably the wrong forum, sorry!
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loveBomber
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8 years ago
I could not figure this out yet, not even a workaround by starting extra scripts.
This is a one time bump if anyone has an idea.

Btw. I've thought about just trying to do this by editing SkirmishScripts manually in a text editor (let's say OpenOffice Writer) but I cannot open the file (no matter which character sets and/ or fonts) without seeing messed up characters. This is probably because the editor writes some non-text-formatted bytes into the file but is it possible to edit the scripts like that?
zero hour mad map maker
8 years ago
Here is one of my maps that you can take a look at that utilizes counters and waves extremely well. Though, I have not finished/released this map yet, as it needs some minor bug fixing. However, the bugs are in the map design/geographical features and layout; NOT the scripts. The scripts work amazing!

It should be in the script section: "Nuke_MasterMind", oh and do not pay attention to the GLA in each of the folders, I was originally going to make the boss GLA based, but then changed my mind 🙂. I hope this sets a good example!

However, in your case with it utilizing Skirmish maps, editing those scripts are much more complex than making a AOD or mission set map that uses wave-counters.

So now I am somewhat unsure if my map would provide an example, but you're more than welcome to poke around it and makes changes/test it in game for your own personal experiments/uses 🙂   Nuclear Meltdown.zip (204kb) downloaded 20 time(s).
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loveBomber
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8 years ago
Oh nice, that's great!
Downloading now, will report back (hopefully) tomorrow!
Thanks.
zero hour mad map maker
8 years ago
Thank you!

Sounds good! I'll be waiting to see what comes up. 😉
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator