Posted by: ranker - Thursday, September 29, 2011 9:30:59 AM
I created a multy player which is also suppose to be skirmish map.
Each base as a supply depot and other stuff.
I have place (following to the T the world builder guide)
inner & outer perimeters for each player, I made a combat
zone perimeter, I made 3 way points (center & flank & backdoor)
starting from the combat zone into each player base.
I added Skirmish players.
Now the problem is when I go to test my map (trough skirmish)
after only few second (didn't have time to move the dozer) a
huge message appears "YOU ARE VICTORIOUS" ??!!??!!
(instant win when mission start)
Can you tell me, good people, what I did wrong??
Did I miss something??
Please help me resolve this annoying problem.
I would greatly appreciate your help.
many thanks at advance.
best regards.
Ranker
Posted by: i^love^mixery - Friday, September 30, 2011 1:53:04 AM
upload your map and ill find the problem.
Posted by: ranker - Friday, September 30, 2011 10:43:48 AM
many thanks i^love^mixery,
But I delete the darn thing and rebuilt it from scrache
and followed the instructions again, then, I (while crossing
my fingers) I test the map and it is working find now.
Still don't know where I made the mistake on the previous
one so I wrote down the steps I followed for he second one
and I will go with those for my future maps.
I do have another problem dough, the map is for 5 players
(1 in each corner and one in the middle of the map)
I have to figure out how the heck I will make the CombatZone
area.
I don't know if I can make more then one combat zone area...
I don't want to incorporate the middle base inside that area
and I am still trying to figure how to do this.
Maybe you may have a solution or advice to give me !?
Anyways, many thanks for your offer, it's very kind of you sir.
Ranker
Posted by: Drummin - Friday, September 30, 2011 1:33:27 PM
Sounds like a World Builder editor error. Did you ever open the map with Generals World Builder? IF so, reopen with ZH World Builder, delete players and add new players using the Add Skirmish players button. Replace start position waypoints with new ones.
Posted by: NewNightmare - Friday, September 30, 2011 5:06:11 PM
If my understanding right, the following picture should give you an idea on how to create a cross-like CombatZone with an empty area inside.
Look how the Red area looks like next to Player 1.
For the map itself, you'd have to do it much more accurately ofc. [ATTACH]922[/Attach]
Posted by: NewNightmare - Friday, September 30, 2011 5:16:06 PM
I am making a double post to make it clearer, here, I am attaching the From Top Down View (CTRL+F) of the polygon, one to show the shape, and second to show how I moved the points.
This way you have free space in the middle to insert 5th player's perimeters :) [ATTACH]923[/Attach] [ATTACH]924[/Attach]
Posted by: NewNightmare - Friday, September 30, 2011 5:34:58 PM
And a 3rd post with an image of all stuff needed for 5 players (There is that 'Skirmish World' area below the orange border, which should be added if we follow all tuts on this website)
(note: I removed the 'Waypoint' from waypoint names just so it looks clearer)
[ATTACH]927[/Attach]
Posted by: ranker - Friday, September 30, 2011 5:45:16 PM
Peopel you are AWESOME !!
Thank you sooo very much [smile]
I saved all the images and I will follow your instructions to the T.
The very best to you all.
Ranker
p.s. Please excuse my anglish writing (french Canadian here) [smile]
Posted by: NewNightmare - Friday, September 30, 2011 5:59:13 PM
np :)
tell us if it works since I've never tested it :P
Good luck ;)
Posted by: Drummin - Saturday, October 1, 2011 5:46:51 PM
You can also see details [url=http://www.cnclabs.com/forums/default.aspx?g=posts&t=9325]here[/url].
Posted by: ranker - Saturday, October 1, 2011 9:50:22 PM
How can I attach a zip file to this reply??
I check the "attach files to this post" but I can not
browse my desktop for the file.
Anyways...
newnightmare
I followed your instructions (re: 5 players combat zone).
I when and test the map, even if I add skirmish players,
the AI don't build a thing, I can see his dozer and his
command center but that's it, the AI is sitting there.
Maybe I did something wrong or forget something I don't know:(
Drummin
I already saw that post a few weeks ago and print it
thank you for your help.
all the best to you all.
Ranker
Posted by: i^love^mixery - Sunday, October 2, 2011 1:33:05 AM
you have to select this "attach files" option, then post your reply and then you will be sent to the cnclabs file uploader and there you can manage attachments for that post ;)
@ your problem:
upload your map so i can help [grin]
Posted by: NewNightmare - Sunday, October 2, 2011 8:07:00 AM
make sure to add Skirmish AI... and all them perimeters... I haven't played with WB for over a month now, but i'll happily look @ the map once u upload it :)
Posted by: Drummin - Sunday, October 2, 2011 8:30:59 PM
Are the inner perimeter areas big enough? Use, PlyrCivilian/Stucture/TempBuildingSize object to see if they are 1000 by 1000 feet. Even if no areas or pathways are defined on the map, if the start positions have the correct waypoint for the game, i.e. made with ZH world builder and not Generals WB, the players are added with the correct WB and the buildable area around the start position is flat and at least 1000x1000 then they should build. Note: I've also seen skirmish players not work when the object count is too high.
Posted by: ranker - Monday, October 3, 2011 9:54:37 AM
i^love^mixery
there it is sir.
newnightmare
Yes I did add Skirmish players and each innerPeremiter are made with 5X4 american airfields
and I assure myself that they have plenty of room (I put in each innerPeremiter all
structure of each side to be sure that they can build everything).
Drummin
As I have the C&C first decade, I was using the generals worldbuilder.
and there is no TempBuildingSize.
After reading your reply, I went inside zero hour folder and replace the WB.exe of generals
by the zero hour WB.exe and there it is !
Dang, sir do you have any idea the time cunsuming it takes to place 5x4 american airfields
side by side very precisely and add power plan to each corner of that buildup to make the
OuterPeremiter using the wireframe 3D (which is tough for a 63 y/o grumpy man)to assure
myself that everything is staight.
Just the fact of changing the WB.exe now it will be a real awesome and enjoyable thing to
make maps.
I don't find the words to thank you enough, as you deserve sir, dang! you have made my day.
[ATTACH]929[/Attach]
Posted by: NewNightmare - Monday, October 3, 2011 10:56:11 AM
just a question, are you using this map for generals or ZH?
Posted by: NewNightmare - Monday, October 3, 2011 10:59:34 AM
Error 1:
You are meant to label the paths, not name the waypoints (waypoint path labels - the 3 lines below waypoint Coords)
EDIT
moved to a 2nd post
Posted by: ranker - Monday, October 3, 2011 11:13:53 AM
ooopss!
I just found out that (after using ZeroHour WB.exe)I don't
see the map that I made in the Unofficial Maps list wen I
go to test the map in Generals > in solo > skirmich[sad]
My brother and I are able to play online at Generals but not
at ZeroHour (connection problem or else) so I am making General
maps.
Thanks to Drummin, I can use the TempBuildingSize which save me
lot of time figuring the space needed for each player.
But it seems like I can not use ZH WB.exe to make Generals maps.
Is there a way to fix this annoying little problem good people??
Posted by: ranker - Monday, October 3, 2011 11:21:22 AM
newnightmare
I just wrote a reply giving you people more details
about the maps that I am working on.
As I said, my brother and I can not (for a reason or another)
play online at Zero Hour but we can if we play Generals.
That is why I am working of making Generals maps only.
newnightmare
When you say "label the paths" could you please elaborate
because I don't understand sorry sir :ashamed: .
Posted by: NewNightmare - Monday, October 3, 2011 11:38:55 AM
Note:
I noticed that some of the other fan-made maps don't even include CombatZone, not even mentioning the SkirmishWorld, and yet they work nicely, I think the issue might be in the scripts...
+ I think I solved it, its the combatzone that is bugged ;/
I re-made the whole map, scriptless, and I just havent add the combatZone nor the skirmishworld, and it seem to work
as for the 'label the paths' I mean label them :P
You are naming them at the top, green text in the map editor, and at the bottom of the options menu, you have 'Waypoint Path Labels' and 3 lines to write text in, thats the label area, which as you might guess, can contain up to 3 different labels :) [ATTACH]930[/Attach]
Posted by: ranker - Monday, October 3, 2011 11:49:48 AM
I use a script which is call "almost humain AI" and following the instructions
I had to make those areas trigger it suppose to make the AI more aggressive.
I don't know what to do now, should I use that script or shouldn't I ??
The script maker tell us to make a Skirmish world area so the AI can go and grab
all boxes on the map (which it doesn't do as default)
And it make the AI build more stuff and upgrade the tech stuff.
I though it was darn cool, that I why I use it in the map.
There is also a special are for the hackers (when it is a Chinese AI) the hackers
get out of the the building and go to the special area and start hacking without
telling/order him to do it.
Posted by: Drummin - Monday, October 3, 2011 2:10:28 PM
[quote]My brother and I are able to play online at Generals but not
at ZeroHour (connection problem or else) so I am making General
maps.
[/quote]You need to keep in mind that maps made with OR were ever edited with ZH world Builder will not work for Generals. Start with and stay with Generals WB if the intent is to have a Generals map. Just make sure you have plenty of room around each players base.
Posted by: ranker - Monday, October 3, 2011 2:41:24 PM
newnightmare
I did what you said, no combat zone, no skirmish World and
only the "add Skirmish Player's script.
(at Hard) I had my a.. kicked [grin]
Still it would be nice if the AI could be as meaner as humans
players.
btw, I went back using General WB.
Thank you for the "pathway naming" I will do that.
Drummin
The siple way that I found is to place all structures of one
side on the map and work around them to place the Inner & Outer
perimeters,by logic, there should be enough place don't you think?
Posted by: Drummin - Monday, October 3, 2011 3:28:47 PM
Yes, it seemed player list was messed up. I did some adjusting to areas and added a script to reveal map to watch them build. See how this works. [ATTACH]931[/Attach]
Posted by: ranker - Monday, October 3, 2011 4:19:25 PM
thank you sir, very kind of you [smile]
Posted by: NewNightmare - Monday, October 3, 2011 11:58:51 PM
Just few things,
I noticed that even hard armies, on a map sized 400x400, hardly find paths to opposite corner bases (i.e. they send very few units, dunno why, maybe it's the lack of combatzone)
and secondly, I also noticed that one army (which was the standard USA) was looking for additional resources, and started buliding additional supply centers on all enemy-free areas other was just sending scorpions and scud launchers at me.
I based my map on ZH WB though, you might not encounter any of these :)
Posted by: ranker - Tuesday, October 4, 2011 9:07:39 AM
So is it possible than, that the size of a map can make
a huge difference for the AI.
Meaning can it modify the AI attitude (more or less aggressive)??
What about creating more than 3 pathways going inside a base would
that help more the AI to find his way no matter the size of a map??
I find that at hard, the AI could be much more aggressive I wounder
if a script can be create for that.
I found one which make the AI construct more structures but didn't
find one making the AI much more aggressive (pumping out tanks,
aircrafts ect,etc).
Do you, people, know if such script exist and maybe the place on the
net where I can find it??
all the best
Ranker
Posted by: i^love^mixery - Tuesday, October 4, 2011 10:08:10 AM
http://www.moddb.com/mods/advanced-ai-mod-for-zero-hour/downloads/advanced-ai-mod-for-zero-hour-v098
this is advanced AI mod for zero hour.
have never played it but anyway..
you can also modify the original AI scripts but thats not too easy.
i once modfied the tank general to build 10 war factories and spam hundreds of tanks but it took him ages to build and move the units properly lol..
about the paths:
you can of course divide the pathes up but that wont make the AI more aggressive or smarter..
and yes the AI of course is "stronger" in bigger maps where it has enough space to build everything and enough cash but there is a point were size doesnt matter anymore. i guess 1000x1000 for each base is really enough..
Posted by: BR-Alexandre - Tuesday, October 4, 2011 11:20:59 AM
[quote=i^love^mixery]
this is advanced AI mod for zero hour.
have never played it but anyway..
[/quote]
i did. not much difference but the AI won't run low on money alone anymore
[quote=i^love^mixery]
you can also modify the original AI scripts but thats not too easy.
i once modfied the tank general to build 10 war factories and spam hundreds of tanks but it took him ages to build and move the units properly lol..
[/quote]
i made my own, they focus on a very agressive strategy by building structures and units with an awesome speed, then build (in hard) about 2 extra superweapons to strike the attacked enemy
[quote=i^love^mixery]
about the paths:
you can of course divide the pathes up but that wont make the AI more aggressive or smarter..
[/quote]
AIs usually are scripted to attack from center, backdoor and flank, but you can script it to attack from more paths, named as you want.
once i saw a map with a 4th path called "Special1", the AI use that path to attack with the faction's hero unit (e.g. black lotus)
I'm attaching my scripts here, then you can uplod it. Its for ZH only so you will have to play in skirmish, just a sec... [ATTACH]932[/Attach]
Posted by: ranker - Tuesday, October 4, 2011 12:34:09 PM
BR-Alexandre
Few questions if I may sir..
1) What "this team" mean in a script??
Is it relative to a human player??
2) Why is there a red interrogation mark on top of a script??
n.b.
To darn bad your script is for Zero Hour only, I would
have love to see my brother panicking and yelling after the AI ha ha ha ha
You should hear him when we play at HARD it is hilarious.
can you imagine importing that kind of script in my map surely
he would jump in his car come to my house just to kick my a... ha ha ha ha ha
regards
ranker
Posted by: BR-Alexandre - Tuesday, October 4, 2011 12:56:26 PM
[quote=ranker]BR-Alexandre
Few questions if I may sir..
1) What "this team" mean in a script??
Is it relative to a human player??
2) Why is there a red interrogation mark on top of a script??
[/quote]
1-open "team" tab instead scripting tab. you will see a lot of teams, each one with a script behavior, the "this team" refers to the team i've assigned the script.
for example: IF "team exists" THEN "team begins guarding area . In this case the team (or teams) will guard any non-base area
2-they ask for specific units or areas of a map, some ask for units that i've downloaded (e.g. Spw_Cruisemissilelauncher, lazr_tankpaladin) so your WB just can't find them
Posted by: ranker - Wednesday, October 5, 2011 12:25:43 PM
BR-Alexandre
I am studying your script, and I can say that you did an awesome work
for sure it was a huge time consuming project, your dedication is exemplary.
You have open my old eyes to a new world which is scripting.
I am amaze to see all the potential scripting as to offer to the game.
Thanks to you, I just found another way to past my time, which I have plenty
since I am retired. and believe me, sometime, it's boring like hell.
Once again sir, you did an awesome work thank you very much for that script.
Ranker
Posted by: BR-Alexandre - Wednesday, October 5, 2011 12:42:56 PM
Good to see you liked[smile]
took about 1 month to do that but i still find errors and have to fix them sometimes. if you find any while playing, tell me
looking foward to make an attack priority sistem so the artillery and missile armed units will not chase a lone running infantry unit while taking fire from the army. figth vs air general and just walk arround with a ranger, if humvee or pathfinder don't kill him, you will see what i mean
beyond scripting there's an "ini" wolrd, if you get bored with scripting
you're retired, rigth? i have bad english skills but if i've translated the word rigth, then you don't have to call me 'sir', i'm only 15
Posted by: ranker - Wednesday, October 5, 2011 4:38:33 PM
BR-Alexandre
No matter a person's age, the way you express yourself in your writing and the way
you respect "virtual" people like me.
Yong man, you deserve to be call "sir" in my book.
I am a 63 year old grumpy man, he he he, well, not so grumpy after all,(that is what
my wife says).
I am very sure that visitors who come here, on this public forum, enjoy the kindness
of all of you good people and for that I thank you very much.
All the very best, to you all and your love ones.
Ranker
Posted by: i^love^mixery - Thursday, October 6, 2011 5:35:07 AM
alexandre have you scripted all factions or only a specific one in your script?
also i found this in Civ folder:
[code]
Player '' is granted Science 'SCIENCE_ArtilleryTraining'.
Player '' is granted Science 'SCIENCE_RedGuardTraining'.
Player '' is granted Science 'SCIENCE_NukeLauncher'.
Player '' is granted Science 'SCIENCE_BattlemasterTraining'.
Player '' is granted Science 'Infa_SCIENCE_RedGuardTraining'.
Player '' is granted Science 'SCIENCE_Hijacker'.
Player '' is granted Science 'SCIENCE_MarauderTank'.
Player '' is granted Science 'SCIENCE_PaladinTank'.
Player '' is granted Science 'SCIENCE_Pathfinder'.
Player '' is granted Science 'SCIENCE_ScudLauncher'.
Player '' is granted Science 'SCIENCE_SpyDrone'.
Player '' is granted Science 'SCIENCE_StealthFighter'.
Player '' is granted Science 'SCIENCE_TechnicalTraining'.
[/code]
wont that cause an instant missmatch in multiplayer games?
Posted by: BR-Alexandre - Thursday, October 6, 2011 11:58:03 AM
[quote=i^love^mixery]alexandre have you scripted all factions or only a specific one in your script?
[/quote]
All of them. took a while
[quote=i^love^mixery]
also i found this in Civ folder:
[code]
Player '' is granted Science 'SCIENCE_ArtilleryTraining'.
Player '' is granted Science 'SCIENCE_RedGuardTraining'.
Player '' is granted Science 'SCIENCE_NukeLauncher'.
Player '' is granted Science 'SCIENCE_BattlemasterTraining'.
Player '' is granted Science 'Infa_SCIENCE_RedGuardTraining'.
Player '' is granted Science 'SCIENCE_Hijacker'.
Player '' is granted Science 'SCIENCE_MarauderTank'.
Player '' is granted Science 'SCIENCE_PaladinTank'.
Player '' is granted Science 'SCIENCE_Pathfinder'.
Player '' is granted Science 'SCIENCE_ScudLauncher'.
Player '' is granted Science 'SCIENCE_SpyDrone'.
Player '' is granted Science 'SCIENCE_StealthFighter'.
Player '' is granted Science 'SCIENCE_TechnicalTraining'.
[/code]
wont that cause an instant missmatch in multiplayer games?[/quote]
yes. i made a sistem to active them depending on the computer level, just search for scripts lik "active customs" in the factions and deactive them so no mismatch will happen. turn them on for singleplay