Posted by: VTULCobra - Wednesday, February 1, 2012 8:35:44 AM
Hey there, I'm just wondering if it's possible to make a co-op mission; you and a friend vs a computer (AI). I'm not talking about skirmish maps with they building with the built-in scripts, but instead use the scripts that you made. So in the "Players List" or w/e you wouldn't press "Add skirmish players" but instead create one enemy and two "Local players". Then you would just go to online/lan and choose the map, then either choose start positions or get one automatically where the local player(s) Command Center is (You don't share one CC obviously). Is this possible? If so, big thanks for all help that I can get.

Posted by: NewNightmare - Wednesday, February 1, 2012 11:47:54 AM
1)it's possible 2)you make it on a skirmish map. all you have to do, is save 1 slot for AI, and script it for e.g. skirmishGLA on slot X, so when you're in the lobby, you choose your own army, and a specific AI in a specific slot, to make the scripts working, look at AOD (Art of Defence) games, they're built this way, except they're just waves of enemies instead of missions.

Posted by: i^love^mixery - Wednesday, February 1, 2012 3:52:43 PM
it is possible, i already created a collection of multiplayer missions with this map: http://www.cncmaps.com/index.php?automodule=downloads&showfile=1307 as newnightmare said: you have to go with skirmish maps, not mission maps. in skirmish maps you have to use player0, player1 etc. instead of the local player and also a few other things do not work in skirmish maps, for example the FPS limiter script, fast forward script and a few other things. if you need help with the scripting part then you can check that map, i ordered the script so that everybody should be able to understand them.

Posted by: VTULCobra - Thursday, February 2, 2012 4:39:07 AM
Thanks for quick replies, also, nice minimissions i^love^ ;)

Posted by: VTULCobra - Thursday, February 2, 2012 6:48:41 AM
I also want to make sure, I'm supposed to use all the skirmish players and then script one of them (SkirmishGLA etc)? Then I'm supposed to make "Player1 Start" and "Player2 Start", or should I place CCs on the map and make the players' camera angle start there?

Posted by: VTULCobra - Thursday, February 2, 2012 8:24:04 AM
Okay I'm having this problem and I can't figure out what's wrong, probably something obvious. I've added skirmish players and placed one "Player_1_Start" way-point with the inner and outerperimeter. I wanted to make the "SkirmishGLAStealthgeneral" or w/e the enemy, so I used the scripts "player can build units/building" in the stealth generals scriptsfolder and opened the "Build List Tool" then added a Command Center with the properties "Rebuilds: Unlimited" and "Building already built", then I placed a Barrack next to the CC and gave it the properties "Rebuilds: Unlimited". When I go to play the map, it shows up as a mission, meaning I can't choose where to start, but when I enter the game as "Player spectator" or w/e, I can see that the "enemy" is building, whats wrong? I would be grateful for all the help I can get, thanks! *EDIT Is it better to place the enemy in a slot or place a CC for them in WB? *EDIT 2 The attached map is not the map I'm planning to make, as the title says, it's only a test. *EDIT 3 I might have found what's causing me not being able to choose a slot, I made every player enemy with the "enemy" player in the players list. *EDIT 4 Nope, that's not the problem, I just checked, help is appreciated! [ATTACH]1015[/Attach]

Posted by: i^love^mixery - Thursday, February 2, 2012 4:47:17 PM
problem: you only used one start position, so it is a mission map, not a skirmish map. you have to use: 1. start position for human player 1 2. start position for human player 2 3. start position for computer player (and i recommend you to use vGLA, not stealth) then you host it like this too: 1st lobby slot: you (=host) 2nd lobby slot: your friend 3rd lobby slot: vGLA computer player important: you cant use the Build List tool for skirmish players... if you want the comp to build buildings then you have to do this with skirmish scripts. (Skirmish Only -> Build -> Build a building). of course you dont need to spawn a command center for the comp anymore because he automatically starts with one when you host the map because its simply a skirmish map. INSTEAD of using a skirmish player you can just use 2 start position and then you add a third scripted enemy with Edit -> Edit Player List. Only if you do that Build Lists will work but some additional scripting will be needed..

Posted by: VTULCobra - Friday, February 3, 2012 4:07:05 AM
Thanks again i^love^, I'll use the skirmish only scripts, also, if I get any problems I'll post them in this thread, thanks again.

Posted by: VTULCobra - Friday, February 3, 2012 4:46:13 AM
Okay so I've got a pretty cool idea about my map, you are working your way through it with 2 technicals and 1 black lotus. Player 1 is controlling the technicals and player 2 is controlling lotus. The idea I've got is to make player 2 (lotus) able to garrison the technicals, and of course make the technicals garrisonable by another player. Is this possible? If so, how do i make it work?

Posted by: i^love^mixery - Friday, February 3, 2012 5:29:30 AM
uhm.. that doesnt work. at least not directly.. but there always are workarounds: random idea: create an ambulance for the lotus player, constantly tell the ambulance to follow one of the technicals. that way the lotus player can garrison the ambulance, but only the other player can decide where it goes. you can of course use any other transportation unit instead of the ambulance. for example a chinook.

Posted by: VTULCobra - Friday, February 3, 2012 6:34:01 AM
That's too bad to hear, thought it'd be nice with something like that. The ambulance for is a good example but i was thinking more of the lotus being able to just hop into the technicals anytime under the playtime of the map. Anyways, thanks again. I'll reply here if i bump into any other problems.

Posted by: VTULCobra - Friday, February 3, 2012 7:29:51 AM
How do I make the "Intro team 1" and "Intro team 2" override to a player without a CC? My map starts with only some units, I've changed my idea about lotus and yeah... It's supposed to start off something like your map with the minimissions. I saw that you had startingpositions but no CCs, instead of that the camera started over the humvees. Did you place all the startingpositions inside of the pyramid then nuked them? *EDIT Take a look: [ATTACH]1017[/Attach]

Posted by: i^love^mixery - Friday, February 3, 2012 6:35:11 PM
[quote=vtulcobra]How do I make the "Intro team 1" and "Intro team 2" override to a player without a CC? My map starts with only some units, I've changed my idea about lotus and yeah... It's supposed to start off something like your map with the minimissions. I saw that you had startingpositions but no CCs, instead of that the camera started over the humvees. Did you place all the startingpositions inside of the pyramid then nuked them? *EDIT Take a look:[/quote] you are good at finding things which are not possible in skirmish maps.. lol you can only transfer teams in mission maps, in skrimish maps that script is without effect. but you can transfer single units to any player.. (so just use single units instead of teams for the intro) and yes i nuked the CCs, but before that i spawned a building and transfered it to the players outside of the map border so that the players wont die for not having any buildings.

Posted by: VTULCobra - Friday, February 3, 2012 11:02:02 PM
Haha, so the "transfer team x to player0" does not work... So, the intro is not finished yet but I'm supposed to make two starting positions (and one for the AI), spawn 2 buildings outside the map in player0 and player1s control, then nuke the CCs? And one more thing, can I just make a script where the camera is supposed to start in a skirmish map? Like "attach camera to team x or unit x"? Thanks. *EDIT Can I place civilian buildings outside the map, or do they need to be a faction?

Posted by: i^love^mixery - Saturday, February 4, 2012 12:33:28 AM
[quote=vtulcobra]Haha, so the "transfer team x to player0" does not work... So [...] spawn 2 buildings outside the map in player0 and player1s control, then nuke the CCs?[/quote] exactly, but spawn them for the AI player, then transfer them to the human players (or do it with civilian buildings, as you asked with your *EDIT). as far as i know, spawning units directly to player0, player1 etc. does not work. you have to transfer them manually. [quote=vtulcobra]can I just make a script where the camera is supposed to start in a skirmish map? Like "attach camera to team x or unit x"?[/quote] Yes. just use the camera actions. for example... Camera -> Move -> Move the camera to location. there is also the possiblity to move the camera to a different location for each player, so for example move the camera to lotus for player0, but move the camera to jeeps for player1. if you need this i can teach you how to do it. note: the movment speed of scripted camera movements is not synced in mutliplayer maps. somebody with 500 fps will see the camera movements 10 times faster than a guy with 50 fps so dont increase the movment time. just use 0 seconds, then all movements are synced. if you really need a tracking shot then attach the camera to a unit. then the movement is totally synced :P [quote=vtulcobra]Can I place civilian buildings outside the map, or do they need to be a faction[/quote] civilian is fine. just give them a name and transfer them to the players. but make sure that the transfer script is in the script folder of the player who owns the buildings (in this case Civilian folder of course). if you put it in a different folder then the script will most likely not work. note: AI players might sell buildings, if you transfer them to him. you cant do anything about it. i guess spawning buildings is the better way to go.. dont worry.. its pretty easy once you get the hang of it! if you stuck i can always help out, so dont give up![grin]

Posted by: VTULCobra - Saturday, February 4, 2012 12:43:29 AM
Thanks once again :) So, I'll place the "Player_1_Start" and "Player_2_Start" in the same spot, and i wont need any Inner or Outerperimeters right?

Posted by: i^love^mixery - Saturday, February 4, 2012 12:47:39 AM
[quote=vtulcobra]i wont need any Inner or Outerperimeters right?[/quote] no you dont. those triggers are only for maps where the AI is supposed to build and attack you on its own. [quote=vtulcobra]So, I'll place the "Player_1_Start" and "Player_2_Start" in the same spot?[/quote] yes you can put the start positions on the same spot. also i edited my last reply a bit, so check it again[grin]

Posted by: VTULCobra - Saturday, February 4, 2012 1:01:28 AM
Okay, I think I've got at least some of it right, does this work?: [code]*** IF *** True. *** THEN *** [???] Unit 'transfer house 1' is transferred to the command of Player 'player0' [???] Unit 'transfer house 2' is transferred to the command of Player 'player1'[/code] (THE HOUSES ARE CIVILIAN APARTMENTS) [code]*** IF *** True. *** THEN *** Hides special power countdowns for Unit 'nuke 1'. Hides special power countdowns for Unit 'nuke 2'. Hides special power countdowns for Unit 'nuke 3'. Set Unit 'nuke 1''s Special power 'DefaultSpecialPower' to 0 seconds. Set Unit 'nuke 2''s Special power 'DefaultSpecialPower' to 0 seconds. Set Unit 'nuke 3''s Special power 'DefaultSpecialPower' to 0 seconds.[/code] [code]*** IF *** True. *** THEN *** Unit 'nuke 1' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'. Set timer 'nuke 2' to expire in 1.00 seconds. [/code] [code]*** IF *** Timer 'nuke 2' has expired. *** THEN *** Unit 'nuke 2' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_2_Start'. Set timer 'nuke 3' to expire in 1.00 seconds. [/code] [code]*** IF *** Timer 'nuke 3' has expired. *** THEN *** Unit 'nuke 3' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'. Set timer 'remove nukes' to expire in 2.00 seconds. [/code] [code]*** IF *** Timer 'remove nukes' has expired. *** THEN *** Unit 'nuke 1' is removed from the world. Unit 'nuke 2' is removed from the world. Unit 'nuke 3' is removed from the world. [/code] Once again, thanks! And I wont give it up! [smile] *EDIT I really liked your map, but when I play it with another person (online or over lan) it mismatches when we get to the 3rd mission and all the attacks with particle cannons and fuel airbombs starts. Any idea of what might be wrong? (Legit copy of both Generals, Zero Hour and TFD, no mods, Win7 64-bit (x86) Taurus Übergamer)

Posted by: i^love^mixery - Saturday, February 4, 2012 1:14:28 AM
[quote=vtulcobra]Okay, I think I've got at least some of it right, does this work?: [code]*** IF *** True. *** THEN *** [???] Unit 'transfer house 1' is transferred to the command of Player 'player0' [???] Unit 'transfer house 2' is transferred to the command of Player 'player1'[/code] (THE HOUSES ARE CIVILIAN APARTMENTS)[/quote] yes. if the script is in civilian folder then it should work. but instead of civilian apartments use power plants. apartments dont count as base structures i guess. [quote=vtulcobra] [code]*** IF *** True. *** THEN *** Hides special power countdowns for Unit 'nuke 1'. Hides special power countdowns for Unit 'nuke 2'. Hides special power countdowns for Unit 'nuke 3'. Set Unit 'nuke 1''s Special power 'DefaultSpecialPower' to 0 seconds. Set Unit 'nuke 2''s Special power 'DefaultSpecialPower' to 0 seconds. Set Unit 'nuke 3''s Special power 'DefaultSpecialPower' to 0 seconds.[/code] [code]*** IF *** True. *** THEN *** Unit 'nuke 1' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'. Set timer 'nuke 2' to expire in 1.00 seconds. [/code] [code]*** IF *** Timer 'nuke 2' has expired. *** THEN *** Unit 'nuke 2' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_2_Start'. Set timer 'nuke 3' to expire in 1.00 seconds. [/code] [code]*** IF *** Timer 'nuke 3' has expired. *** THEN *** Unit 'nuke 3' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'. Set timer 'remove nukes' to expire in 2.00 seconds. [/code] [code]*** IF *** Timer 'remove nukes' has expired. *** THEN *** Unit 'nuke 1' is removed from the world. Unit 'nuke 2' is removed from the world. Unit 'nuke 3' is removed from the world. [/code] Once again, thanks! And I wont give it up! [smile] [/quote] you dont need to decrease the special power countdown. if you fire the special power via the script it will automatically ignore the countdown. so you wont need multiple nukes either. one is enough. also you dont need to use timers here. just deselect "Deactivate upon success", set the "Evaluate script:" time to "Every 1 seconds" and disable this nuke script after a few seconds with another script. *EDIT [quote=vtulcobra] I really liked your map, but when I play it with another person (online or over lan) it mismatches when we get to the 3rd mission and all the attacks with particle cannons and fuel airbombs starts. Any idea of what might be wrong? (Legit copy of both Generals, Zero Hour and TFD, no mods, Win7 64-bit (x86) Taurus Übergamer)[/quote] did you host the map like this? [img]http://cncmaps.com/uploader/images/unbenannt.png[/img] (human player 2-4 can be empty of course but the comp has to be in the 5th lobby slot) that error is definitely not related to the map. i played it with 4 players to the 10th mission without any problems multiple times.

Posted by: VTULCobra - Saturday, February 4, 2012 1:40:13 AM
Thanks, I'll reduce the scripts, and yes, I did host the map like that, I read the instructions on the site you linked in the other topic, I'll re-install my game, it's been a while since I did it last time, thanks!

Posted by: i^love^mixery - Saturday, February 4, 2012 1:57:30 AM
your welcome. if you still get the mismatch error later then we should play the map together so i can check whats wrong.

Posted by: VTULCobra - Saturday, February 4, 2012 2:32:46 AM
1st) The intro teams wont enter the map. 2nd) The power plants doesn't seem to override to me. 3rd) The nuke wont fire. It feels like I messed something up pretty bad, can you check and see if you find the problem? Thanks! *EDIT I did re-install the game but I still get the mismatch error, we could try co-op later today? Thanks. [ATTACH]1018[/Attach]

Posted by: i^love^mixery - Saturday, February 4, 2012 3:37:25 AM
this took a little longer.. teams dont work that way in skirmish maps ([grin]). you have to SPAWN units into the team or spawn the team itself. if you just put them in worldbuilder, then they wont be in the assigned team. it doesnt work for some reason. thats why i removed the civilian teams and ordered each unit seperatly. i also replaced the nuke SW by some boikanur rocket thingy (more effective, easier to use, no power needed). also i spawn the SW right to the GLA player. the transfer script of the power plants worked already. also i added a sentry drone for the intro, so that you actually see whats going on before you own the soldiers. we can test my mission map right away. i will wait online in "Custom maps" lobby and check every now and then if you are there. my name is AODGAMER [ATTACH]1019[/Attach]

Posted by: VTULCobra - Saturday, February 4, 2012 3:41:57 AM
Thanks alot, I really appreciate your help. I will go online right now, but sometimes it does not work for some reason, so we might have to use Gameranger. Again, thanks! [smile] [+1]

Posted by: i^love^mixery - Saturday, February 4, 2012 3:47:01 AM
why cant you get online? how did you play with ur mate then? gameranger? you 2 probably had different zero hour versions... or one of you had modded his game in some way, so that one unit in that mission where it mismatched was different.

Posted by: VTULCobra - Saturday, February 4, 2012 3:49:11 AM
Yeah probably. I usually can't get online when I'm playing with someone from a different country for some unnecessary reason... But let's give it a try, here I come. [smile]

Posted by: VTULCobra - Saturday, February 4, 2012 3:52:40 AM
Damn it, I'll have to use Gameranger again, do you have it? If not, here it is: [url=http://www.gameranger.com/]Gameranger[/url] *EDIT My Gameranger account name is !Twinkie!, do not ask me why, thats just it. [smile]

Posted by: i^love^mixery - Saturday, February 4, 2012 3:56:18 AM
k im trying

Posted by: i^love^mixery - Saturday, February 4, 2012 3:59:57 AM
give me your account ID. cant find your name.

Posted by: VTULCobra - Saturday, February 4, 2012 4:04:04 AM
Gotcha

Posted by: VTULCobra - Sunday, February 5, 2012 1:55:18 AM
Back to the co-op mission then. I know how to transfer one half to player0 and the other half to player1, but if there's only one player, how do I transfer all of them to that player?

Posted by: NewNightmare - Sunday, February 5, 2012 3:52:46 AM
Make a script that goes [code]'IF' playerX exists 'Then' Transfer Team/player 'Bla' to playerX 'Else' Transfer Team/player 'Bla' to PlayerY[/code] and same the other way round, that's just theory though, since I'm unsure how the 'Else' option works in the game, its used epicly rarely.

Posted by: VTULCobra - Sunday, February 5, 2012 5:28:15 AM
Ok I'll try that.

Posted by: VTULCobra - Sunday, February 5, 2012 5:38:26 AM
@i^love^mixery. About that we couldn't play together, I re-installed the game and tried to make a new account with this email. When I click next after filling in all required fields, it says something like "Now registering your information with Electronic Arts. Please be patient." After about 20-30 seconds a sign pops up saying something like "Trouble sending registration information. You need an external connection to send this information." What's the problem with this one?

Posted by: VTULCobra - Sunday, February 5, 2012 8:04:55 AM
@newnightmare I couldn't find any "***IF*** Player X exists", what did you mean?

Posted by: VTULCobra - Sunday, February 5, 2012 9:55:54 AM
i^love^, I've bumped into some real shit now... I can walk around for about 20 seconds, then bam, "You have been defeated." *Dramatic music plays.*... Also, please check the scripts for the "moneyboat" and tell me everything wrong about it, which is probably everything... Thanks! [ATTACH]1021[/Attach]

Posted by: NewNightmare - Monday, February 6, 2012 12:13:29 AM
[quote]I couldn't find any "***IF*** Player X exists", what did you mean?[/quote] use the 'has units in area X' and make an area that covers all spawnpoints. be creative, I used WB only for debugging for the last few months, so I don't really remember all the names. I might give it a look when I come back from school.

Posted by: VTULCobra - Monday, February 6, 2012 1:14:13 AM
Ok, I'll just make an area around the spawnpoints then. And also, do you know what might be wrong since player0 and player1 gets killed after 30 seconds? And what's wrong about the "moneyboat"? In the latest .rar map I uploaded there's a little test guy that you enter an area with in the abandoned base, check WB and you'll see what I mean.

Posted by: i^love^mixery - Monday, February 6, 2012 3:51:40 AM
[quote=vtulcobra]And also, do you know what might be wrong since player0 and player1 gets killed after 30 seconds? And what's wrong about the "moneyboat"?[/quote] [quote=vtulcobra]I can walk around for about 20 seconds, then bam, "You have been defeated.[/quote] its not related to your map. this means something is wrong with your CD key. its either used by another person, a keygen product or you have edited the zero hour registry files in some way. if so then you have to delete generals and zero hour from your entire registry and hard drive, then reinstall. if your CD key still causes this after a complete reinstallation AND if your CD key is legal, then you should probably contact the EA support. i will try to fix your boat script thingy now.

Posted by: i^love^mixery - Monday, February 6, 2012 5:03:53 AM
dont miss my last post. i explained the "You are defeated thing" this took quite some time.. you had several big errors in your script. i also made your scripts a little tidier.. the major problem about the boat was, that you tried to spawn MiscManMade objects (=the moneyboxes) to the PlyrAmerica player. you cant spawn MiscManMade objects to PlyrAmerica. Neither to PlyrCivilian (dont ask me why). Only to Skirmish players it works. i had to move the boat scripts to the SkirmishGLA player, because otherwise the boxes wont spawn. i also spawned the boat to SkirmishGLA instead of Civilian, but transfered it manually to Civilian after. this is just another workaround for something else.. and you didnt know how to make the boat scripts loop, right? well.. you do that through deactiving the "Deactivate uppon success" option in the scripts. of course some modification was needed in order to make the scripts work as looping scripts.. i also removed PlyrAmerica and PlyrChina, because they are not necessary. you accidently created them when you placed objects of that factions. i also removed the EVA sound while the nuke is nuking the command centers, so you dont hear the sound "Unit lost" when the intro goes on. i also added the script, which transfers the units to player0 instead if player1 is missing. [ATTACH]1022[/Attach]

Posted by: VTULCobra - Monday, February 6, 2012 5:26:45 AM
First off, thanks for the help, again. I did intend to place the moneyboxes in the civil folder not the plyramerica folder (even tho it doesn't work), but now it's ok thanks to you. Second, I do know how to do a looping script, but I didn't want the boat to constantly drop off money, that would make the player rich. Third, I will now do a complete disk C:/ and D:/ whipe from all command and conquer games, if that does not work, I will post a picture of all my game copies including a timestamp and the name VTULCobra, just to show you that it's legit. I will also contact EA support, and if I recall right, I did once in the past but I got no response, that was about giving me a new cd-key for the original generals, since it did not work. But as I said, I got no response from 3 different EA forums. Again, thanks!

Posted by: VTULCobra - Monday, February 6, 2012 10:07:47 AM
Here's the picture with timestamp: [ATTACH]1023[/Attach]

Posted by: VTULCobra - Monday, February 6, 2012 12:21:12 PM
Ignore my last post, it feels exaggerated, a bit. I'll fix everything tomorrow, hopefully.

Posted by: NewNightmare - Tuesday, February 7, 2012 12:01:03 AM
[quote]But as I said, I got no response from 3 different EA forums. [/quote] It's coz you do not write on EA forums but on EA support live chat, and get the new CD key in 5 mins. All you need is a photo of the game, and your signature (Real one :) ) somewhere near it on a piece of paper.

Posted by: VTULCobra - Tuesday, February 7, 2012 3:27:52 AM
"Real one" - Like my real name?

Posted by: BR-Alexandre - Tuesday, February 7, 2012 7:40:31 AM
he means your real signature. but probably they will ask you to write something on a piece of paper or on the game box and take a photo then send them the photo so they know the game is yours. other day my steam account got hacked so i had to write a code on my game boxes and send them a HD photo of it so they would help me taking back my account. probably EA will do the same or something similar

Posted by: VTULCobra - Tuesday, February 7, 2012 7:55:22 AM
I did send them the info about my problem, I also sent them the picture I posted here, they will probably ask for another one though.

Posted by: VTULCobra - Tuesday, February 7, 2012 8:55:34 AM
@i^love^mixery, How do I transfer the whole abandoned base to one player (if the other one is missing)? I tried what you did but with two new reactors, that didn't work, hard to explain what I did, but please take a look, Thanks. [ATTACH]1024[/Attach]

Posted by: i^love^mixery - Wednesday, February 8, 2012 4:23:39 AM
just look at Intro 04 and Intro 05 and expand it with whatever units you want to transfer (dont forget the ELSE action).. btw: why do you always set the water height to 0? its flickering like hell. why do you do that?

Posted by: VTULCobra - Wednesday, February 8, 2012 4:52:17 AM
Haha, I don't know lol, probably to see the waypoints under water easier. About your scripts, I did what you did in them but with two other power plants, something like: [code]***IF*** "player0" has units in area "captureabandonedbase" OR "player1" has units in area "captureabandonedbase" THEN unit "transfer house 3" is transferred to the command of player "player0" unit "transfer house 4" is transferred to the command of player "player1"[/code] Then this one: [code]***IF*** unit "transfer house 4" is under control of player "player1" THEN (second half of the abandoned base units transfer to "player1") ELSE (second half of the abandoned base units transfer to "player0") [/code] But of course this didn't work... *EDIT I've managed to fix all my generals games so I thought we could give your map another go?

Posted by: i^love^mixery - Wednesday, February 8, 2012 5:11:40 AM
because you have to enable that script after a few frames. thats why Intro 04 and Intro 05 are disabled at the start. they will be enabled like 0,1 seconds after the start. just disable your transfer script (the second one you posted) and enable it using another script after like 1 second and it should work.

Posted by: VTULCobra - Wednesday, February 8, 2012 5:32:52 AM
Yepp I just saw that now in your script. ^^ Thanks. Also, read my last post I edited it.

Posted by: i^love^mixery - Wednesday, February 8, 2012 5:48:19 AM
sure ill wait in custom maps lobby.

Posted by: VTULCobra - Wednesday, February 8, 2012 6:11:58 AM
Where exactly? I start generals zero hour online and go to mod maps but I can't find you...

Posted by: i^love^mixery - Wednesday, February 8, 2012 6:20:49 AM
well.. i check every now and then.. just wait there lol

Posted by: VTULCobra - Wednesday, February 8, 2012 6:25:26 AM
I'm in Zero Hour -> Online -> Custom match -> Mod maps right now and I wont leave, type or something when you're in, and also, what's your name in Zero Hour?

Posted by: i^love^mixery - Wednesday, February 8, 2012 6:45:19 AM
there you go [ATTACH]1025[/Attach]

Posted by: VTULCobra - Wednesday, February 8, 2012 6:52:36 AM
I'm waiting in hamachi, your name is still BAM right?

Posted by: VTULCobra - Thursday, February 9, 2012 3:56:35 AM
When I want to transfer a building to SkirmishGLA, am I supposed to place the building and then transfer it from civilian to "player2" or am I supposed to spawn it then transfer? Also you said something about it not being able to transfer buildings from Plyrcivilian?

Posted by: i^love^mixery - Thursday, February 9, 2012 4:11:55 AM
you cant transfer buildings to skirmish players because they will auto-sell them. if you need the skirmish player to have other faction buildings then you have to spawn them directly to him. so put the script into the folder of that player (SkirmishGLA in your map) and then use this script for example: [code] *** IF *** True. *** THEN *** Spawn object 'AmericaCommandCenter' in Team 'teamSkirmishGLA' at position ((500.00,500.00,20.00)), rotated 0.00 degrees . [/code]

Posted by: VTULCobra - Thursday, February 9, 2012 6:01:06 AM
Oh god I hate coordinates and degrees... But I guess that's what I have to do, thanks.

Posted by: i^love^mixery - Thursday, February 9, 2012 6:43:37 AM
you dont have to use coordinates. waypoints work too. you just have to directly spawn them for SkirmishGLA.

Posted by: VTULCobra - Thursday, February 9, 2012 8:44:47 AM
Yeah but then they wont spawn in the direction that I want... :/

Posted by: VTULCobra - Friday, February 10, 2012 4:30:25 AM
@i^love^mixery, I can open your map and all my other maps but I can't open the one I'm working on. When I try to open it WB starts loading and it never stops. If I try to click on WB under the load it crashes and says: "WorldBuilder has stopped working." The options I can click are "Shut down" and "Wait for response", nothing happens which ever one I click. Can you see if it works in your WB? Thanks. [ATTACH]1026[/Attach]

Posted by: VTULCobra - Friday, February 10, 2012 5:12:54 AM
Found the error, I forgot a " at the end of a brief in the map.str file in the map folder.

Posted by: VTULCobra - Friday, February 10, 2012 5:41:53 AM
How do I make checkpoints? Like you clear out one area, move over a bridge and die on the other side, how do I make the units respawn after the bridge? Do I need something like let's say a trigger area named "checkpoint1", looks like this: [code]*** IF *** [???] Player 'player0/player1' has units in area 'checkpoint1'. *** THEN *** [???]Enable Script 'checkpoint1'. [/code] The enabled script: [code]*** IF *** [???] Unit 'Lotus or Agent' has been destroyed. *** THEN *** Null operation. (Does nothing.) [/code] How did you do it?

Posted by: i^love^mixery - Friday, February 10, 2012 6:15:01 AM
well.. checkpoints are a rather easy thing. i can explain the basics of how i would do it: 1. well chosen triggers, that detect how far youve come in the mission. create a counter with the name "checkpoint". set the counter to 0. when you completed a specific area or when you reached a specific safe zone then "checkpoint" will be set to 1, later to 2, 3, 4, whatever. 2. then you use some *IF* condition and create scripts similar to this: [code] *IF* All units of the human players are dead AND Counter "Checkpoint" is equal to 0 *THEN* Respawn the units @ waypoints checkpoint0 etc. [/code] [code] *IF* All units of the human players are dead AND Counter "Checkpoint" is equal to 1 *THEN* Respawn the units @ waypoints checkpoint1 etc. [/code] [code] *IF* All units of the human players are dead AND Counter "Checkpoint" is equal to 2 *THEN* Respawn the units @ waypoints checkpoint2 etc. [/code] of course you have to disable "Deactivate uppon success" in this respawn scripts. and remember to always use the same names for that units and that you always have to run the transfer script again after a respawn. if you want to run a scipt again, then just use a script to ENABLE it again. (thats how this scripts work. they will just be disabled after the condition comes true [unless you deselect "deactivate uppon success])

Posted by: VTULCobra - Friday, February 10, 2012 6:20:56 AM
Okay well that looks simple, except that I haven't really used any counters, how exactly do they work?

Posted by: i^love^mixery - Friday, February 10, 2012 7:38:06 AM
counters are variables. they dont increase or decrease on their own. you can set them to values, read out their value etc.

Posted by: VTULCobra - Friday, February 10, 2012 7:55:40 AM
Okey, I'll try this idea now, thanks.

Posted by: VTULCobra - Friday, February 10, 2012 8:29:48 AM
Let's say I have my 1 Agent, 1 Lotus, 2 Rangers and 2 Red Guards, how do I make a script/scripts that tells only Lotus and the Agent to respawn if the Rangers and the Red Guards have been killed (before the checkpoint)?

Posted by: Drummin - Friday, February 10, 2012 9:41:55 AM
FYI. Counters are great for general game timers instead of making a slew of individual timers. Code: [code]*** IF *** True. *** THEN *** Set 'Time' to 0 Enable Script 'StartTime'[/code] Notice I have the script above activate the counter script below and the settings set it to re-evaluate every second. Script Name: StartTime [ns na D] Code: [code] *** IF *** True. *** THEN *** Add 1 to counter 'Time'[/code] As i^love^mixery pointed out you can SET a counter to a value as well for "counting" things that happen. [quote]Let's say I have my 1 Agent, 1 Lotus, 2 Rangers and 2 Red Guards, how do I make a script/scripts that tells only Lotus and the Agent to respawn if the Rangers and the Red Guards have been killed (before the checkpoint)?[/quote] Maybe break this "team" into several groups to identify if team "Rangers and the Red Guards" is destroyed, thus triggering your respawn of the "agent and lotus" team.

Posted by: VTULCobra - Friday, February 10, 2012 10:27:27 AM
The map is a co-op mission and therefore it's no team but instead each of the units are named, I think i^love^mixery did that. Anyways, I have to do lot's of scripts for the respawn/checkpoint to tell which units are to be spawned: [code]***IF*** unit 1(Lotus) is destroyed ***THEN*** disable mouse and keyboard input something like "camera subtracts to black taking 10 frames hold for 100 and decrease 10" set timer "Checkpoint1" to expire in 3 seconds[/code] And then something like: [code]***IF*** timer "Checkpoint1" has expired ***THEN*** reset camera to waypoint "respawn1" enable mouse and keyboard input brief something "You have been reset to the last checkpoint."[/code] And then I have to do this for ALL of them?

Posted by: i^love^mixery - Friday, February 10, 2012 10:40:46 PM
no. you have to find a condition when you respawn ALL of them at once. for example: if all of them are dead you start the countdown. if the countdown expired you run the script which checks the "checkpoint" counter to respawn all the units at once at the related checkpoint waypoints. so all in all you need something like this: Put ALL the following scripts into a new folder into SkirmishGLA scripts: Detection script (do NOT deselect "deactivate uppon success"): [code] *IF* Unit 1 is dead AND Unit 2 is dead AND Unit 3 is dead AND Unit 4 is dead AND Unit 5 is dead AND Unit 6 is dead *THEN* Set Timer "Respawn" to expire in 5 seconds. [/code] Respawn script 0 (deselect "deactivate uppon success"): [code] *IF* Counter "checkopint" is equal to 0. AND Timer "Respawn" expired *THEN* Set Timer "Respawn" to expire in 100000 seconds. Spawn Unit 1 of type Lotus on Team SkirmishGLA at waypoint Respawn0_1 Spawn Unit 2 of type Redguard on Team Skirmish GLA at waypoint Respawn0_2 Spawn Unit 3 of type Redguard on Team Skirmish GLA at waypoint Respawn0_3 Spawn Unit 4 of type Redguard on Team Skirmish GLA at waypoint Respawn0_4 Spawn Unit 5 of type Ranger on Team Skirmish GLA at waypoint Respawn0_5 Spawn Unit 6 of type Burton on Team Skirmish GLA at waypoint Respawn0_6 Enable Script "Unit Transfer1" Enable Script "Unit Transfer2" Enable Script "Detection script" [/code] Respawn script 1 (deselect "deactivate uppon success"): [code] *IF* Counter "checkopint" is equal to 1. AND Timer "Respawn" expired *THEN* Set Timer "Respawn" to expire in 100000 seconds. Spawn Unit 1 of type Lotus on Team SkirmishGLA at waypoint Respawn1_1 Spawn Unit 2 of type Redguard on Team Skirmish GLA at waypoint Respawn1_2 Spawn Unit 3 of type Redguard on Team Skirmish GLA at waypoint Respawn1_3 Spawn Unit 4 of type Redguard on Team Skirmish GLA at waypoint Respawn1_4 Spawn Unit 5 of type Ranger on Team Skirmish GLA at waypoint Respawn1_5 Spawn Unit 6 of type Burton on Team Skirmish GLA at waypoint Respawn1_6 Enable Script "Unit Transfer1" Enable Script "Unit Transfer2" Enable Script "Detection script" [/code] Unit Transfer1 (do NOT deselect "deactivate uppon success", but deselect "Script is active"): [code] *IF* Unit 'transfer house 1' is owned by Player 'player0' *THEN* Unit '1' is transferred to the command of Player 'player0' Unit '2' is transferred to the command of Player 'player0' Unit '3' is transferred to the command of Player 'player0' *ELSE* Unit '1' is transferred to the command of Player 'player1' Unit '2' is transferred to the command of Player 'player1' Unit '3' is transferred to the command of Player 'player1' [/code] Unit Transfer2 (do NOT deselect "deactivate uppon success", but deselect "Script is active"): [code] *IF* Unit 'transfer house 2' is owned by Player 'player1' *THEN* Unit '4' is transferred to the command of Player 'player1' Unit '5' is transferred to the command of Player 'player1' Unit '6' is transferred to the command of Player 'player1' *ELSE* Unit '4' is transferred to the command of Player 'player0' Unit '5' is transferred to the command of Player 'player0' Unit '6' is transferred to the command of Player 'player0' [/code] Of course you need checkpoint scripts which set the counter "checkpoint". checkpoint = 0 means, that you havent reached the first checkpoint yet. if you reach something like "checkpoint area 1" with any unit then you set the counter checkpoint to 1 of course you can create more checkpoints, then you of course have to copy the script " Respawn script 0" and set it for checkpoint 3, 4, 5 whatever. If you still cant do it, upload your map and ill script it for you.

Posted by: VTULCobra - Saturday, February 11, 2012 12:57:56 AM
I get what you mean I just had a little problem with the counter parts, but I'll try it again and tell you if it works or not, thanks.

Posted by: VTULCobra - Saturday, February 11, 2012 4:14:50 AM
I did spawn the units on the SkirmishGLA team but only two of the units spawn, and for some reason they didn't transfer to me, I messed up somewhere as usual... Also why doesn't the choppers attack the specified area? [ATTACH]1027[/Attach]

Posted by: i^love^mixery - Saturday, February 11, 2012 6:38:56 AM
use this: [code]Unit 'Chopper1' use Ability 'Command_AttackMove' at Waypoint 'High ground unit 4 spawn'.[/code] instead of: [code]Unit 'Chopper1' attacks anything in area 'Attack area for choppers'[/code] also i dont quite get what the other problem was. the respawn thing worked perfectly here. maybe youve put SkirmishGLA into the second lobby slot instead of third? also im in hamachi now ..

Posted by: VTULCobra - Sunday, February 12, 2012 5:39:17 AM
What kind of scripting should I use for the abandoned base? What I mean is that you and your team mate are supposed to hold that point and defend it from enemy attacks from four directions, while waiting for the dozers to arrive. Also, instead of the checkpoint system that I use now, what did you use instead? PM if you don't want to post it here, thanks.

Posted by: i^love^mixery - Sunday, February 12, 2012 6:19:33 AM
you could script the attacks like in an aod of course. just put the enemies into SkirmishGLA teams and spawn them. but the problem about that one part is: what will happen if you fail to defend it? do you want that part to restart or do you want to end the game? in my map i worked a lot with enabling and disabling folders for the missions. so m01p0 is the first mission for player0. if he beats mission 1 then the folder m01p0 will be disabled and the folder m02p0 will be enabled. thats basically how i did the checkpoints in my map..

Posted by: VTULCobra - Sunday, February 12, 2012 7:41:55 AM
I thought about the aod system... Also I would like it to restart from where you start defending the base. Could you be more specific about your folders? Thanks.

Posted by: i^love^mixery - Sunday, February 12, 2012 8:03:41 AM
my map has 100 script folders and about 1.000 sripts.. how should i describe it? in every mission folder there are like 10 scripts. if you fail at one of my missions then i enable scripts, that were enabled by default. i disable scripts that were disabled by default. i reset all timers and counters. i remove and respawn all mission units. i just restore everything regarding that mission. i set everything to the same as it was when the mission started for the first. if you want to make a checkpoint at the defending part then you have to restore the exact same situation which was there before you started failing at it. that means: remove the units 1-6, all base units, all base buildings, all enemy waves, then spawn/transfer all of them again. also enable scripts that were enabled when that part started first. disable scripts that were disabled. reset all timers and counters regarding that mission segment.. if you manage to restore the situation then it will start again.. thats how restarts in my mission map work. just check out my map. open any mission folder, for example m01p0. the script "m01p0 success" will set the map up for the next mission of player0. that means: disable current mission folder, enable next mission folder. "m01p0 fail" resets this mission for player0 again. its really hard to describe this.. best way is if you try to understand the scripts yourself..

Posted by: VTULCobra - Sunday, February 12, 2012 8:13:04 AM
Okay, I'll start with the waves and all that, then when that's done, I'll start with looking through your folders.

Posted by: i^love^mixery - Sunday, February 12, 2012 8:37:51 AM
btw im in hamachi.

Posted by: VTULCobra - Sunday, February 12, 2012 9:38:32 AM
Okay, I'll be there in an hour, got to do something.

Posted by: VTULCobra - Wednesday, February 15, 2012 4:01:12 AM
Okay, so when I enter the area that triggers "Part2", and also triggers the moneyboat and the chinook, the game crashes and gives me the error "You have encountered a serious error.". It gives me that in both single and multiplayer which ever unit triggers the area. What's wrong? [ATTACH]1038[/Attach]