Decrosse
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14 years ago

scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.

BR-Alexandre wrote:



not sure how to find that first bit via script?

I would look at old map (Urantian Conflict) but worldbuilder ZH doesn't want to look at the scripts in there...


@Drummin: Skip spawning another command center.

well then the default command center that spawns when start game how to set it facing the right direction?
Drummin
14 years ago

[quote=BR-Alexandre]
well then the default command center that spawns when start game how to set it facing the right direction?

Decrosse wrote:

You can't.
The Urantian Conflict map has a good number of scripts and should load if you give it time. On the old PC I made the map on it would take ten minutes at times to load, but it did load.
Decrosse
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14 years ago
then any way to get rid/stop the default command center from appearing? hmm... update later...

I'll look again later at those scripts... currently cleaning out my pc which could help a bit...
i^love^mixery
14 years ago
getting rid of the default command center is not possible through scripting.

BUT: you can destroy the default command center and spawn a new one but you need really many scripts for that and its not easy to script that because you have to check which faction the player was and which command center he needs.

as already said: urantian conflict has a GIANT number of scripts because its a 6 players map.

6 start positions * 12 different armys * 8 possible player slots = 576 army detection, unit spawn and unit transfer scripts = 1.728 scripts just for the startup buildings. must have taken this dude weeks of copying and pasting.


however: if your map is small (4 players or less) and if its worth the work then i might be willing to script it for you. you just have to describe me what exactly you want.
Drummin
14 years ago
No kidding. It's a ton of scripting that can take months to complete. Here's just the PlyrCivilian scripts from Urantian Conflict map to give you an idea of the size of things and this doesn't cover AI players.   plyrcivilianUrantian.zip (218kb) downloaded 23 time(s).
Decrosse
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14 years ago
maybe another time it'll let me look at Urantian Conflict scripts... (let it sit a bit past 10min, or maybe my ZH Worldbuilder just don't like it's script section; is fine otherwise...)

well let me work on my map a little bit, layout/etc then will update later with map plus descriptions... mostly for scripting... and things... still thinking on them...

map is only a 2-player map, but currently is 600x600...
Decrosse
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14 years ago

No kidding. It's a ton of scripting that can take months to complete. Here's just the PlyrCivilian scripts from Urantian Conflict map to give you an idea of the size of things and this doesn't cover AI players.

Drummin wrote:




hmm my zero hour worldbuilder be giving me assertion failure error when try loading a map, guess I'll redo on a new map...

what map size/border size/height you recommend for 2-player map? (don't want it to be too quick you get to other players base) would like enough space for water for ships to fit (aircraft carrier, etc.)... would like a dam (floods some area when destroyed)... cliffs/mountains...

yea there's more but would like to get that bit done first...
hmmm
Drummin
14 years ago
600 x 600 is the max size I recommend for any map intended to be played on lan or online. Seems a little overboard for a two player map but the details you're planning calls for extra room.
Decrosse
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14 years ago
alright so I'm not sure about how to do the dam/water stuff, don't get the "water tool"

so I guess I'll work on rest of map, just how to get bridges/make them face right way? (car road/train tracks)


and how many America (upgrade possible)/China Powerplants per Nuke Silo/Particle Cannon?
BR-Alexandre
14 years ago
1 upgraded fusion reactor for cannon, 1 nuclear plant for nuke. aim for more so you'll have a "reserve energy" but this is the basic

about bridges, just put the 1st point in the start and the other in the end of the place where you want the bridge to be. about dam/water there's a toutorial about it in cnclabs, search for wolrdbuilder information and you may find it.
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
Decrosse
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14 years ago
maybe someone can help fix the map's bridges/etc?

map detailing/layout here is almost done... just need to put a city...
hmm...

will upload map after; just note it's a little bigger: 620x620...
i^love^mixery
14 years ago
600x600 is BY FAR too large for a 2 players map. even for 8 players thats way too much.

300x300 should be the max. for 2 players.

twilight flame is 450x450, alpine assualt is 280x280
Decrosse
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14 years ago
I find 450x450 a little too small for what I'm planning...
Decrosse
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14 years ago
alright this map is almost ready for intro-cutscene, I have most bridges place on the river...
Had to increase map size some more so I could put Aircraft Carrier in water; look silly too close to land...

dam + water stuff will need to be fixed, maybe someone could see to that for me?


well for cutscene I do require a car bridge going from plateau A to plateau B; but not hide/erase/whatever it doing my river bridges....

UserPostedImage

look at lighter road; now can see river with a bridge...



I need something like this:
UserPostedImage




yes train tracks need bridges/tunels too.... (some the road needs fixing, it goes y shape or so here n there...
map coming up in a min...
of course it's not finished, still WIP...

EDIT: uploaded updated map, now there is (should be) trees...
  TheMap.rar (122kb) downloaded 7 time(s).
i^love^mixery
14 years ago
there is a lenght limit for the bridges in your map.

you cant do anything about it. but im not sure if the bug only occurs in the worldbuilder but not ingame. you should test it.

but instead you can use other bridges (solid ones) like the TsingMaLandmarkBridge in bridge menu. if you decide to use solid bridges then make sure to make them indestructible
Drummin
14 years ago
Yes there is a bridge segment limit for each type of bridge. In most cases you can just change bridge types when one bridge type runs out of segments. It happens in WB and the game. This goes for roads as well in particular intersections.
Decrosse
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14 years ago
in worldbuilder I have some bridge bits left on the map, don't know if they appear in game or not but... no big, can't click em to delete em... like they're there but not...


I fixed my cliff/plateau bridge; had to dig a li'l in one's cliff edge...

fixing my dam now.... :)

alright need cutscene help (scripting) next... & other scripting...
Decrosse
  • Decrosse
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14 years ago

there is a lenght limit for the bridges in your map.

you cant do anything about it. but im not sure if the bug only occurs in the worldbuilder but not ingame. you should test it.

but instead you can use other bridges (solid ones) like the TsingMaLandmarkBridge in bridge menu. if you decide to use solid bridges then make sure to make them indestructible

i^love^mixery wrote:



have, bug does show up in game as well...
sorry for double-post...

I think it was more height limit than length limit... 🙂
i^love^mixery
14 years ago

I think it was more height limit than length limit... :)

Decrosse wrote:



no.😉
Decrosse
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14 years ago

I think it was more height limit than length limit... :)

i^love^mixery wrote:



no.😉

Decrosse wrote:



I screenshot that as I was placing the bridge, not after I placed the bridge: 😉

UserPostedImage

height otherwise I wouldn't have needed to dig a li'l in that plateau cliff-edge...