Amaurus
  • Amaurus
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17 years ago
Ok i made my map and i scripted it right (or atleast i think i did) and when i play the game, the computers do not move or build! Here is the map so you guys can see whats wrong with it!   compstomp BETA1.zip (17kb) downloaded 13 time(s).
Hey your base is on fire.
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Drummin
17 years ago
You need to add players to the map. That really should be one of the first things you do because you're going to add objects to the map. I removed the players you had, added skirmish players then under Validation I clicked fix teams and reassigned the aircraft carrier to plyrcivilian.

You need the skirmish players to load the default scripts into the game. If you add players to the map without adding skirmish players first the player list will be out of order and scripts won't load.   compstomp BETA1.zip (17kb) downloaded 17 time(s).
Amaurus
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17 years ago
wow didnt realize that lol XD i forget things somtimes!
Hey your base is on fire.
Drummin
17 years ago
Hey you don't see seven player maps very often!
Looking closer at your map, I see that the pathways for base's 4 through 7 are all going the wrong direction. They should go from the CombatZone into the base. I don't add the word "path" to the labels. I just use Center#, Flank# and Backdoor#.
Amaurus
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17 years ago
Ah! now i noticed that! oh and how do i make the enemy take the oil derricks? they seem to dislike them or somthing XD!
Hey your base is on fire.
verbal
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17 years ago
I'm having kind of the same issue. the map works, AI builds, and makes armies, but doesn't seem to want to leave their own base. And if they do the vehicles stop in ackward areas. Here is the map and replay.   asain village.zip (70kb) downloaded 15 time(s).
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krit
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17 years ago
1. "CenterPath#", "Flank#" and "Backdoor#" goes in the Waypoint Path Labels, not the Waypoint Names.
2. "Innerperimeter#" goes inside the "Outerperimeters#"
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verbal
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17 years ago
Thanks for the quick reply. This is my first map, didn't quite figure out the setup yet. I read all the tuts i found, some of it was a little vague, but it seems easy enough. Here is the updated version version.   asain village.zip (68kb) downloaded 26 time(s).
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"THE SCREAMIN MEANIES" AH2 SQUADRON
Turret Wars Line
17 years ago

Thanks for the quick reply. This is my first map, didn't quite figure out the setup yet. I read all the tuts i found, some of it was a little vague, but it seems easy enough. Here is the updated version version.

verbal wrote:



Nice update, though you do need to put a little more texture in it.

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verbal
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17 years ago
Just one more question for the map guru's. on my second map, i made it larger. after 3 AI players get busy building it lags out litteraly every 5 seconds. now i usually play 6-8 player game maps with medium to hard armies with no lag. maybe i labeled something wrong in the AI ares/waypoints?? and yes i know, i suck at texturing. i just dont have an eye for it.   life on mars.zip (164kb) downloaded 21 time(s).
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Annihilationzh
17 years ago
If you take a look, you'll notice that massive maps don't have any water on them, that is because it causes lag, especially as the map gets larger. There's also another thing to note; that map is 600 by 600. That's 360,000 square units of space on the map. Twilight Flame is pushing it at 490 by 490, which is 240,100 square units. Your map is 50% bigger than a massive map!
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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verbal
  • verbal
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17 years ago
Ok, so eliminste the water. Can i shrink the map with everything on it? So here is what i gather from the tutorials, is this diagram correct? And i do appreciate all the help, i did do alot of research, so i hope i'm asking intelligent questions.   2playerAI.jpg (750kb) downloaded 8 time(s).
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"THE SCREAMIN MEANIES" AH2 SQUADRON
Drummin
17 years ago
I definitely agree that the map it over sized and the water will slow things down. As the water area is only used in a small part of the map, I'd just resize it to cover what's needed. Other things that can cause lag are areas and pathways that are poorly placed or mislabeled. It can be tricky placing areas over terrain that changes elevation. Look down the line and from the top down for areas that overlap or go outside the active boundary line. I'd redo the Skirmish World area with a new one that only has the four corners. There are many areas that cross. Pathways only need to go just inside the CombatZone. The pathways going to the first base in particular need some work. The pathway, CenterPath1 starts on top of a hill that units can't get to and you're missing the backdoor pathway for this base as well. I made some quick adjustments and named your map, "Life On Mars" as this seems to be what you intended.

No you can't resize the terrain. I know that's a bummer.

EDIT: Very Nice image showing areas and pathways. With your permission, we might use that in our tutorial section.   Life On Mars.zip (163kb) downloaded 13 time(s).
verbal
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17 years ago
Feel free to use the image however you want. Considering its primarely gathered from most of the tutorials from this site, its only fair. Heres the update, removed all the water, and used the mounds as embankments for reinforcements. can i delete the water box you added?   Life On Mars.zip (151kb) downloaded 6 time(s).
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Drummin
17 years ago

can i delete the water box you added?


Hey it's your map, do as you wish. Let us know if you have any other questions.
verbal
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17 years ago
i just meant would it affect anything. but i removed it, and its fine. Tested the game online with 3 other players, real bad lagtime. gonna make a new map 450 X 450. any other specs i should know about? maxes or limitations?
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"THE SCREAMIN MEANIES" AH2 SQUADRON
Drummin
17 years ago
I don't think you really need more than 400 for a four player map. I had played the 600 version in skirmish mode for a bit and it was fast. Maybe a map of that size just doesn't transfer well online. I would think the lag is due to an online connection... maybe the size.
verbal
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17 years ago
ok, so are CenterPath, Flank, and BackDoor keywords that the game looks for? I understand its three routes for three levels of difficulty, but can i have multiple routes for each level? Is it possible to have say 6 ways into a base? and are Skirmish World and Combat Zone also keywords? And the routes into the base for AI, do they have to be just one leg? For example can i make a route say called "2ndFlank1" and make a series of waypoints to have it move around some obstacles or terrain? I've made 4 maps so far, all with 3 ways into each, and they all work fine, just want to see how far i can push it.
I am a pilot give me a plane....fighters for pleasure, BOMBERS FOR PAIN!
"THE SCREAMIN MEANIES" AH2 SQUADRON
Turret Wars Line
17 years ago

Is it possible to have say 6 ways into a base?

verbal wrote:



What? 6 entrances for just one little base? I don't think that's possible. AT ALL.
TWL

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Drummin
17 years ago

ok, so are CenterPath, Flank, and BackDoor keywords that the game looks for?


These pathway names are indeed keywords used in the scripting for both attack routes and to tell the player where to build their defensive structures.

I understand its three routes for three levels of difficulty, but can i have multiple routes for each level?


Actually, these three routes are used at all difficulty levels and so you can't specify one route for easy or another for hard... the same paths are used.

Is it possible to have say 6 ways into a base?

Yes, but you can only use the three waypoint label names. So you would make a branch that goes around to another base entry point.

... and are Skirmish World and Combat Zone also keywords?

Absolutely... and important.

And the routes into the base for AI, do they have to be just one leg?

As explained above, you can have many routes into a base by branching pathway legs.

For example can i make a route say called "2ndFlank1"


Only recognized pathway label names will work as they're used in the default scripting that loads in the game when you play. New scripts can be added to the default scripts if you load them in your map. This would allow units to take different routes, but you should only attempt this if you know what you're doing.

...and make a series of waypoints to have it move around some obstacles or terrain? I've made 4 maps so far, all with 3 ways into each, and they all work fine, just want to see how far i can push it.

Base pathways must start in the combat zone and go into the inner perimeter of the base. The AI searches the combat zone for a pathway. What it is most concerned about is the direction of the pathway and where it crosses into the enemy base. You can go crazy laying out pathways around obstacles but in most cases the AI will go the most direct route to the enemy.