NewNightmare
15 years ago
Hello everyone, I am working on my first mission, and so far, everything went well. However, since I have decided to make the game a bit harder, I found a problem.
First of all, here's a map:
http://www.przeklej.pl/plik/port-map-rar-0015pi0jr96u 
To download press huge 'POBIERZ PLIK' in the middle ;)
and now, my problem is:
When intro finishes, and a requirement of completely clearing first enemy base is fulfilled, I have decided to add:
- Reinforcements for Player
- Reinforcements for Enemy which should attack player after they reach their destination.
Problem is, both teams instead of spawning somewhere behind map borders, spawn in the middle of the recently destroyed base.
Each reinforcement group is made of few scripts, located in:
Player -> After Intro reinforcements (spawn up on the north)
Enemy -> After Intro reinforcements (spawn below small base on the right)
Can anyone explain what have I done wrong?
I have done such scripts before on some of my 'test' maps and they worked, so what is the problem now ?
Enemy reinforcements should, and probably will appear in the middle after 2 minutes, map is scripted FULLY till that moment.
BTW, what do you think about the map so far? any adjustments/corrections? ;)

Sorry for any English grammar or whatever mistakes, its not my first tongue.

EDIT

I am attaching new version of the map, I have removed over 200 item which are useless, at least ATM, also solved the Reinforcements for Player issue and improved scripting of the 'First Base a bit, some cosmetic fixes too. Still, anyone knows why this spawn bug happens?
  port_map.rar (241kb) downloaded 2 time(s).
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Drummin
15 years ago
You might try shortening your waypoint names and removing spaces. I never use spaces and if I feel I need one I will use an underscore (_). As many of your spawn location "names" start off the same, because of spaces the ending part of the name might be getting dropped, which might account to odd behavior.

Instead of using "First base attack team support spawn" I would use First Caps like this, "FirstBaseAttackTeamSupportSpawn" IF you really need a name that long.
NewNightmare
15 years ago
Thanks for tip, I'll test it as soon as I'll find a bit of free time. I'll post a reply on whether it worked or not as well ;)

EDIT

Nope, changing and shortening the names of waypoints/teams/labels don't change anything, hmm.. I wonder why, there should be a 'TEST SPAWN' folder in scripts, when its enabled, it spawns ocean convention center where I want,
I'll try spawning units as civilians and transferring them

EDIT 2

nope 2, spawning them as civilians does not help, what I have spotted that only TEAMS are messed up, UNITS spawn normally (e.g Johnny Killer - JK or workers),any Ideas?

EDIT 3

haha... I discovered an amazing thing, All Multiple unit spawns, as in either 'spawn team' or 'spawn unit' few times in same script... DONT WORK FOR ME!, I made another 'test spawn' script, this time spawning 4 convention centres in the middle of the base, they don't work. I'll reinstall the game and see if it helps.

EDIT 4

nope 3, reinstalling the game don't help.
Drummin
15 years ago
I've been looking at this all afternoon. What a mystery. I have found that the problem has to do with waypoints on the map. I've done all the obvious, replace spawn waypoints, rename teams and move teams to different players etc. I removed all waypoints and created a new spawn point and it worked. As teams seemed to be spawned at "look at road", my next step is to remove that waypoint. We'll see...

AHHHH. I found it.
You have an un-named waypoint near the barracks. Remove it and fix the pathway.

I should also point out that the reinforcement "loop" will not work. You should set up these scripts to be activated by the script before if with the restart script activating things over.

Also, for those team movement scripts, instead of setting a timer of .5, make individual Subroutine scripts for each path that stay active [S A nd]. Set this script as the "OnCreate" Behavior for the team, i.e.
*** IF ***
    True.
*** THEN ***
  Have Team '<This Team>' wander along Waypoint Path 'First base attack team side path'
NewNightmare
15 years ago
Thx Drummin it helped, Hoooweeeveeer ;)
as a 'map designer' - Beginner I decided to change the concept of the map. So it will look extremely different, I made a .JPG to show how it will look like, I probably will need more help with this one 😉
ZH Map Plan.JPG

Click to View Image77 View(s)

Drummin
15 years ago
Cool image. I would think you could rough out a map in WB in about as much time as it took to make that image. Nice though.
NewNightmare
15 years ago
yeah, I could, but I was in school and at home I was working out how to do a perfectly working dam... for the whole day ;/ I got the wave working, but dunno how to make it look realistic.. as in Campaign-like. In mine there's no wave effect after the bubbles, on campaign there is. Also, Ive been trying.. and I failed but... is it possible to make 2 waves going in different directions? or ZH is made just for one? like it is w/ train?

EDIT
Heres what I came up with so far

EDIT 2

Also, I got an alternative to the river on the right..
I made it smaller, to make it look like a river in-flow.. so the wave won't have to go through it, and ill make the village on the other side.. just to flood it ]:->   DAM map.rar (31kb) downloaded 0 time(s).
Drummin
15 years ago
You might try WakEdit for making waves. I have a link on this post .
NewNightmare
15 years ago
o.O Ill check it out, thx.
Heres what I've done. Ive done hills etc. in ~85-90%, and textured most of it, not blended yet.
Here it is the new... 'Operation: Falling Dragon' ;)

EDIT

Nah, WAKedit won't work here, it makes just a small texture stretching... I need a whole water to move up and down up and down nicely like it is on campaigns ;/ I sent a Question to EA how to do 1 but WB is not supported by technical support so I don't expect any positive answers ;/   Operation Falling Dragon.rar (213kb) downloaded 1 time(s).
NewNightmare
15 years ago
EDIT

Now, here I give the latest version. This time, I am stuck with the magical camera movement.
I am unable to crate a smoothly going short cut-scene of Stealth Fighter destroying the DAM, is there any good camera scripter here who can help me?   OperationFallingDragon.rar (314kb) downloaded 2 time(s).