Posted by: momster - Saturday, November 10, 2012 12:20:57 AM
Im trying to either: Remove the default chinook that comes with usa supply stash; assign a different supply stash to usa's build list; or create a script to raise and lower water to create damage THAT IS NOT LAGGY. I succeeded at creating the script to raise/lower cause damage per second but it is sooo laggy. my script looks like this: [ns A D][E N H] Initial Trigger : -if true- : Set timer 'no rush' to expire in 0.50 seconds. [ns A D][E N H] Script 1 : -if timer 'no rush' has expired then- : area 'InitialCameraPosition' changes altitude to 250.00 in 0.50 seconds doing 3000.00 dam/sec. Set timer 'no rush' to expire in 0.50 seconds. Enable Script 'Script 2' [ns na D][E N H] Script 2 -If timer 'no rush' has expired then- : area 'InitialCameraPosition' changes altitude to 70.00 in 0.50 seconds doing 3000.00 dam/sec. Set timer 'no rush ' to expire in 0.50 seconds. Enable Script 'Script 1' I got help with the script from a different post and it works but is so laggy its not playable. Any tips to trouble shoot the lag or can i change the supply stash to take out the Chinook?

Posted by: i^love^mixery - Saturday, November 10, 2012 10:10:48 PM
momster if you add another condition to that script it will become less laggy. (so that the water script only runs if any player actually has a unit inside the kill zone) reply back if you require help to do that. and plz attach the map too next time.

Posted by: momster - Monday, November 19, 2012 12:56:17 AM
ok im going to try and attach the map. help with the script would be awesome

Posted by: momster - Monday, November 19, 2012 1:05:05 AM
didnt attach. not sure how to change from .tga to supported form. kinda new to all this.

Posted by: i^love^mixery - Monday, November 19, 2012 5:40:04 AM
install Winrar, right click on the entire folder of your map (which contains the .map and the .tga file), click on 'Add to archive', in the popup click ZIP, then OK. this will create a .zip file which contains your map. and that .zip file can be attached here.

Posted by: momster - Monday, November 19, 2012 12:30:49 PM
k [ATTACH]1205[/Attach]

Posted by: momster - Monday, November 19, 2012 12:38:14 PM
there. It's not anything fancy. Just a basic no money map.

Posted by: i^love^mixery - Monday, November 19, 2012 3:44:07 PM
okay ill try to get it done tomorrow, too tired right now ;)

Posted by: momster - Monday, November 19, 2012 6:08:01 PM
k thanks. let me know what ya think.

Posted by: thebunnybruce - Tuesday, November 20, 2012 3:13:36 AM
Hi there, I know the problem you had. What I did was add the gla suply stash (can use china suplt center to) to all usa side in the free slot normally avable next to the partical cannon and then remove the usa suply center from the tech tree. But I also had the ignore prereqisites for all usa warfactorys and airfields becaus eof no usa suply center. If you need more help just ask sorry it short but can't stay long

Posted by: momster - Tuesday, November 20, 2012 3:15:13 PM
@thebrucebunny yeah i tried that. i didnt like it. the problem with attempting to make a no rush map and eliminating the prerequisite for the airfield is they can just skip straight to airfield and make planes. Removing supply stash messes up the build time and sequence IMO

Posted by: i^love^mixery - Tuesday, November 20, 2012 3:17:41 PM
there you go. works fine, all tested. even air general carpet bombers, auroras etc. will be destroyed. but you still can build and use SWs in the 10 minutes. maybe you want to change that? [ATTACH]1207[/Attach]

Posted by: momster - Tuesday, November 20, 2012 3:38:57 PM
thanks. looks great. Once I go thru it i might come back with questions about how you created that. I'd like to be able to replicate it in future maps. thanks ;-)

Posted by: i^love^mixery - Tuesday, November 20, 2012 3:50:45 PM
i wont give you a guide of how i script because i dont even know that myself or better: i can put it into words. i just write down them scripts. i do that since 8 years for this game, i know how scripts and script structures work even without testing them. for more difficult things i usually use the 'trial and error' method (very powerful). if you want to use that scripts in other maps then simply export/import them. but you will also need the water area with the name 'water' and the trigger area 'kill' (with the exact same waypoints as the 'water' area)

Posted by: thebunnybruce - Wednesday, November 21, 2012 12:07:13 AM
[quote=momster;126307] @thebrucebunny yeah i tried that. i didnt like it. the problem with attempting to make a no rush map and eliminating the prerequisite for the airfield is they can just skip straight to airfield and make planes. Removing supply stash messes up the build time and sequence IMO[/quote] Didn't quite know what you were after, but There is an easy way around that as well... You make ALL the airfields buildable = no/ai only, then you set a timer to expire in how long you think you airfield should remain out of the game, then when timer expire enable the building of airfields... Airforce general might hate you for that tho... Lol