Decrosse
  • Decrosse
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14 years ago
well aside from the dam's upper water area having holes in the water, either way that don't matter much planning to use dam for cutscene anyhow...

so map is about ready for it's cutscene scripting now... (there will be more than 2 cutscene; not sure how many... will see; not a lot though)


this map is more meant for Cooperative/Ally play than Competitive/Rival Enemy play...


yeah so where to find how to spawn buildings/units depending on player faction chosen? partly required for the intro cutscene itself, so I'll give some details for the cutscene... (course I'd like these units to have color and not be plain white-blank)

I know this map will require quite a bit (or a lot) of work, but it is ready... for the scripting work... I dunno about camera movements in scripting, I can upload the most up-to-date map if one wants to fiddle with the scripting+camera movement...

here goes:
Cutscene 1: Intro
Start (after both players loaded): Similar to campaign with jets (3? would like America) attempting mission to whatever a but get shot down by patriot missiles (doesn't belong to skirmish players; will belong to another A.I.; more on that later)

Then: Shows a train crossing a bridge as "camera" pans to city and some cars on road (may need zooming in)

Cars: pretty much think of it like a "street race", I have an Ambulance nearby etc... so is planned for a few close-calls but also crashes (if needed then can use GLA Bomb Trucks disguised as these cars to get explosion on crash)
At least until reaches , slows a bit - before that car does it's 'job', this point itself is similar to another campaign cutscene; some GLA Units surrounded by America Units... after audio (if possible to add same speech-audio; either cut or delay the (GLA?) laugh) there's pause as car mentioned above (bomb car) crashes into a tank or two; shortly after:

Overlord tank rolls onto scene, there's a momentary pause then Overlord tank suddenly fires at both factions' units...

Skip to another area after ; this area has a bit going on like when you start up either Generals or Zero Hour when get to main menu but before moving the mouse...
End Cutscene after particle cannon beam hits two premade-bases (dependant upon player chosen-faction; most the base need to survive for later but damaged...) even after cutscene here (before the particle beam); would like the "leftover" few units to continue for a bit... so while player is building bases those units still fighting...
but would like some way so either player can't mess with bases up on cliffs 'til specific time/point; see below...



okay: so I have an Area where this A.I., mentioned the A.I. above, let's call it Cab for now...
So Cab has his own base, needs bunch of scripts, would like "Cab" to build units/etc depending on something like 'if specific structure destroyed'

the Dam would fall under there, say Cab's two Gattling Guns + Bunks get destoryed or specific building get captured by either player, it cutscenes to yet another one similar to campaign with units destroying Dam... only difference is I'd like for most of the map to get flooded; with wave... as cutscene ending have Chinooks deliver units at damaged bases so player gets that bases' structures so both players are still in-game...

flodded map I'd like train to be safe, at least until again then cutscenes for illusion train falling in water off broken bridge...

boats come later so players have other ways to get to Cab's base...

===========

any way to "hide" the counters for Cab's superweapons
and how to keep the "fog" covering most?

yea before dam-flood cutscene happen would like cutscene for a convoy, which only trigger after eiither player has ; players must defend convoy from multiple threats (various; such as Angry Mobs spawning from stadium, China Units) until it reaches bases... no these units aren't being transferred to player, they'll just sit in base and maybe help defend base 'til specific then they become enemy (similar to Overlord tank above); cutscene not necessary here but a small one could do...

===================

yeah long post but thanks to those who help. πŸ˜„
umm... dunno if it's possible to reserve colors but if so would like Cyan and Red reserved (Cab's convoy really; his colors... dunno if color change possible but even illusion of color change would do)

umm need to figure out how to make some units capture-able... and maybe buildings garrison-able...

hmm any way to make a specific building require only one specific infantry unit to "spawn" a vehicle dependent on faction, course player loses that infantry unit...


umm... would like to disable plays from building specific units (Jermel Kell, etc. Cab would have them instead... though once those units' jobs are done no more spawning them) and superweapons...
though once is capture by either player both players gain "sciences" (other factions' general promotion powers, haven't decided which but will get there...)... then if another building get captured have it enable superweapons buildable for players... both those 2 buildings, and a third; needs to stay until near-end of game cutscene...
(Buildings: CLab and CResearch are needed captureable, so need cutscene like after both players' superweapons have been built, then... well... I do know I would like to use specific audio from the other C&C games, not sure about getting those...
Near-End Game Cutscene I'll tell more about later after I figure out what I really want to happen - do know I'd like "Cab" to have access to most if not all "Command Powers"
i^love^mixery
14 years ago
uhm yea fine but why are you posting this?

you want somebody to script THAT for you? oO

dont get me wrong.. i will gladly help you with any questions but i wont script something that complicated for that kind of a map.. ever.

again: dont get me wrong but on first sight i can tell you that your map is not worth the work. my first maps didnt look any different but i didnt try to find people who script high quality intros for my ugly test mapsπŸ’€
Decrosse
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14 years ago
I can do the scripting, I just might need 'steps' help to get them working right...

if I don't give details on anything than how can one really help?

I find this scripting actually pretty simple, which I like. maybe it not worth it to you but is for me (would rather I do it) and I don't want anyone to do it for me just looking for a little help...

like I've put my train on the map but currently there is no script for it or any vehicles.... need train to move with traincars following, traffic, boats... this I think I can do myself, its more just the cutscenes I need a li'l help with and "Cab's" base... but cutscenes first...

EDIT: depending on stuff I may upload it for sharing, but for now this map is more made for just myself and another. besides I'm having fun, and I'm not going to quit 'til done; else all that would have been for nothing...
Decrosse
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14 years ago
well we can ignore any bits requiring train and bridge, decided to do it a li'l different since couldn't get bridges look right...

and we don't need to do the above all at once, cut it into pieces...

I have need of other scripts not belonging to cutscenes but would like some cutscenes, those don't happen all at once either...

if simpler: when start game how to make it go cutscene? with the cars/traffic... I know waypoints are required for to follow , well I recently watched Zero Hour's intro movie and at end there they have a humvee crash into a tankertruck's "trailer"... I know scripts/waypoints are needed for similar thing....
i^love^mixery
14 years ago
ask me any questions and i will answer them but please make it short😁

when start game how to make it go cutscene?

Decrosse wrote:



you have basically no idea on how you make a cutscene?

well.. its pretty simple.

1. you enter letterbox mode (Camera -> Letterbox -> Begin)
2. you disable mouse and keyboard input (User -> Input -> Disable)
3. you reveal the entire map (Map -> Shroud or Reveal -> Reveal the entire map permanently for a player -> put in the name 'player0', copy the line, put in 'player1', repeat that until you have 'player0' up to 'player7' (speak: 8 lines of code)
4. you order the camera around, adjust the angle and zoom (entire Camera folder: just search for what you need. for example: move camera to waypoint, rotate, follow unit)
5. you create timers for the different actions in your intro (Scripting -> Timer -> Seconds countdown timer -- set)
6. you show some military briefings (Scripting -> Briefing -> Show) and you order the units and stuff around (entire Unit folder: search for what you need), put in the desired condition (for example timer, on unit destroyed etc.)
7. you shroud the entire map again (See 3, just now use Shroud instead of Reveal)
8. you enable mouse and keyboard input again (See 2.)
9. you disbale letterbox mode again (See 1.)
10. you might move camera to the desired position for the start of the game

hope this was basically what you wanted..
Decrosse
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14 years ago

ask me any questions and i will answer them but please make it short😁

i^love^mixery wrote:



no problem, the longer post be more for others if they wish...

I'm still new enough to Worldbuilder, and even for starting cutscene I need premade base to spawn dependent on faction chosen.

for example:
player(host) - GLA
player ------- America

but maybe next game I'll play as China, or maybe we will be the same...

I have many my 'units' (buildings, vehicles, etc) named for the scripting bit...


so, for start cutscene how can I get America Raptors (Jets) to be flying attempting target/mission, should I put the jets off-map on border or? - I do know some waypoints may be required, but so is scripting...

maybe as/after jets fail mission camera skip (maybe a little fade to black or something) to specific area, I already have my cars placed and named but... well, don't know if they'll have explosion like GLA's Bomb Trucks; if not then I'd like to use GLA's Bomb Trucks but disguised as these cars..

it would still be in cutscene here, most cars in cutscene be gone by one way or another except for 2, then when specific "bomb car" reaches specific point it slows & crashes into America tanks (we can deal with audio/briefing later, just would like to get the actual cutscene bit working), then that little bit with Overlord tank, then cutscene ends after both pre-made bases been particle cannoned...

(need map to still be shrouded, and need most of Cab's superweapons to be shrouded; anyway to hide that countdown just for those?, and need some way for players can't mess with the bases on the plateaus until right time... such as like capturing a building or destroying it before the right time...)
Decrosse
  • Decrosse
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14 years ago
Okay I think I found the "if player is faction" etc script...

feel free to answer any questions anyways, I may or may not have found the answer by then. πŸ˜„
i^love^mixery
14 years ago
why do you want to know which faction the host or the other players are? just for the cutscene objects?
Decrosse
  • Decrosse
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14 years ago

why do you want to know which faction the host or the other players are? just for the cutscene objects?

i^love^mixery wrote:




partly, but also destroyed base is needed left-over even after cutscene; for a li'l later on into the game... but would like some way so both players can't mess with the damaged bases too earlier on (not supposed to get those 'til after map-flood)
Decrosse
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14 years ago
having small problem with my Dam... fiddling with the script, I followed the tutorial best I could but there may have been a part I didn't get or something...

hmm...
Decrosse
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14 years ago
how do teams work? I think I might require that for some of this?

Can't get my "If Player" etc scripts working... could someone help with actual script?

--

I have Player_1_Start waypoint at south of map; Player_2_Start waypoint is temporarily a bit north from Player 1's...

I have waypoint for spawning whats needed; example Player 2's waypoint for Command Center is named SpawnCommandCenter, whereas Player 1 has Play added infront so: PlaySpawnCommandCenter...



for now lets just start with the basic factions; USA (America), China, & GLA...



Also it seems some of my "if is destroyed, then spawn money crate at waypoint" scripts aren't working; such as during testing when building is just destroyed either nothing spawn or game crashes giving the common "serious error"

well, off to test some more... also need to test my Dam which has been giving me a bit of trouble...

EDIT: yeah can't get Dam working right either... would like to get this map finished soon...
Decrosse
  • Decrosse
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14 years ago
fixed my "serious error" but script still isn't spawning crates or if it is its spawning them underground, hmm...

and I still need help with the dam & the "if player" scripts................
Drummin
14 years ago
You really should post exact questions with example of scripts, otherwise people can't help you.
Decrosse
  • Decrosse
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14 years ago

You really should post exact questions with example of scripts, otherwise people can't help you.

Drummin wrote:



thanks for posting... and that tip.πŸ˜„

um first thing is how can I get "if player" script working, like say

"If Player(Host) is faction America then spawn AmericaBarracks at waypoint PlaySpawnBarracks"

or maybe I might be GLA or China...
there will be a second player and script is required for both... one game we could both even be same faction...

--

I know where to find the "if player", just not sure about typing in or what... drop down has that , , and

this is more for just the intro cutscene, but I do need those bases sticking around after
deleted those "if player" scripts, map seems to be alright otherwise...

my map... think of it as a mission that requires two generals/(human)players...



secondly, my scripts for spawning money crate at waypoint after building destroyed:
*** IF ***
    True.
    *AND*  Unit 'build1' has been destroyed.
*** THEN ***
  Spawn unit of type '1500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint 'build1cash'
*** ELSE ***
  Null operation. (Does nothing.)

I've also noticed the repair wrench popup on civilian building during testing...

EDIT: some weird reason there was a bad/broke script in my scripts though script code was fine; either way I deleted that one renamed that building and remade it's script... I like that Worldbuilder puts "?" or "X" on scripts if there's a problem...
Decrosse
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14 years ago
*** IF ***
    True.
    *AND*  Unit 'build1' has been destroyed.
*** THEN ***
  Spawn unit of type '1500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint 'build1cash'
*** ELSE ***
  Null operation. (Does nothing.)

nope still not working? and earlier while previous testings I have moved the waypoints a bit so the crate don't get stuck in the leftover rubble...

weird...

anyways...

my Dam is like this; what needs to be changed to what for it to work right?
*** IF ***
    True.
    *AND*  Unit 'Dam' Health IS Less Than or Equal  5  percent.
*** THEN ***
   Unit 'Dam'is dealt a lethal amount of damage.
*** ELSE ***
  Null operation. (Does nothing.)

*** IF ***
    True.
    *AND*  Unit 'Dam' has been destroyed.
*** THEN ***
    area 'UpperDamWater' changes altitude to 5.00 in 5.00 seconds doing 0.00 dam_/sec.
    area 'LowerDamWater' changes altitude to 75.00 in 5.00 seconds doing 4.00 dam_/sec.
*** ELSE ***
  Null operation. (Does nothing.)
i^love^mixery
14 years ago
[quote=Decrosse]
*** IF ***
    True.
    *AND*  Unit 'Dam' has been destroyed.
[/code][/quote]

delete the "True" so that it only says:
[code]*** IF ***
    Unit 'Dam' has been destroyed.

the thing with the base building spawn:
you were confused by the player names. you have to use the names "player0" - "player7" for that.

"player0" is the host of the game,
"player1" is the player in the 2. slot of the game
"player2" is the player in the 3. slot of the game
"player3" is the player in the 4. slot of the game
"player4" is the player in the 5. slot of the game
"player5" is the player in the 6. slot of the game
"player6" is the player in the 7. slot of the game
"player7" is the player in the 8. slot of the game

but you cant directly spawn buildings for that players. you have to spawn them for player PlyrCivilian and then you have to transfer them to the player which the base belongs to.

as you can see this is not easy to scripta and you need really many scripts for that.
Decrosse
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14 years ago

[quote=Decrosse]

*** IF ***
    True.
    *AND*  Unit 'Dam' has been destroyed.
[/code][/quote]

delete the "True" so that it only says:
[code]*** IF ***
    Unit 'Dam' has been destroyed.

the thing with the base building spawn:
you were confused by the player names. you have to use the names "player0" - "player7" for that.

"player0" is the host of the game,
"player1" is the player in the 2. slot of the game
"player2" is the player in the 3. slot of the game
"player3" is the player in the 4. slot of the game
"player4" is the player in the 5. slot of the game
"player5" is the player in the 6. slot of the game
"player6" is the player in the 7. slot of the game
"player7" is the player in the 8. slot of the game

but you cant directly spawn buildings for that players. you have to spawn them for player PlyrCivilian and then you have to transfer them to the player which the base belongs to.

as you can see this is not easy to scripta and you need really many scripts for that.

i^love^mixery wrote:



thanks, though I only really need the flooding part to work as the dam itself is for a cutscene, but not right away... so that script itself may need another editing

there are only 2-players here just so you know...

thing is, once building spawned I don't want it to transfer to human player - maybe a temporary AI player? for cutscene, and need buildings to stay afterwards (& temp AI not doing anything, just waiting); maybe temp AI ally so Human-player can't go and capture building too early - transfer of those buildings to players comes later in dam-flood cutscene
Decrosse
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14 years ago
I think I've tried that dam just about all ways, not sure why it not working...

can deal with it later, I'd like the "if player" scripts working and temp AI allies for cutscene...πŸ˜„ (I don't have scripts here; how can I make them temporary AI allies?)

also; why my water have hole(s) in it? πŸ˜› (shows in Worldbuilder too)
UserPostedImage
Decrosse
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14 years ago
*** IF ***
    True.
    *AND* [???] Player 'Player0' is Faction Name: America
*** THEN ***
  Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
*** ELSE ***
  Null operation. (Does nothing.)

I've that thus far, not using the start points there. if I need script for start point for this, okay...?
I'll probably be adding "transfer to so-n-so" once figure out how to make temporary AI player(s)...
Drummin
14 years ago
Get rid of IF TRUE as was already pointed out and The False action. Add player name in lower case.
*** IF ***
   [???] Player 'player0' is Faction Name: America
*** THEN ***
  Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'