Posted by: Gameanater - Tuesday, July 30, 2013 6:44:58 PM
Well, I'm making a futuristic AOD map for online and single player, filled with lasers, robots, androids, and all that futuristic stuff... But there's a problem... [i]My scripts won't work![/i] I've followed another AOD's scripts, but for some reason mine aren't doing [i]anything[/i]. I don't know what I am doing wrong. I took a few screenshots to show you how it's not working. I also put up the map wip here for you to see.
This is the map setup:
Place your starting position on the bottom-left corner. PLace a vinilla GLA AI on the top rght (for the enemy robots), and place a vanilla USA AI player on the top left (for the Unted Nations troops). I did that, but nothing happens.
Please help me, I [i]really[/i] want to make my dream AOD... [ATTACH]1324[/Attach] [ATTACH]1325[/Attach] [ATTACH]1326[/Attach]
Posted by: i^love^mixery - Tuesday, July 30, 2013 8:32:46 PM
You can not use that system to assign units or teams to players once the map contains start positions. that only works in mission maps - maps without start positions.
You will have to put ALL units that you want to transfer to the command of player PlyrCivilian, give every single unit a unique unit name and then you will have to transfer every single unit individually to the desired player using the script Player -> Transfer. Put the transfer script in the script folder of PlyrCivilian.
as the player name put in player0 - player7.
player0 is the human player in skirmish mode or the host of the game in multiplayer mode (=the player in the first player slot).
player1 is the player in the second player slot, and so on.
This means you will ALWAYS have to put the players into the right lobby slots. i recommend to use slots 1-4 (player0-payer3) for the human players, slot 5 (player4) for USA, slot 6 (player5) for GLA.
It will be a lot of work, but there is no easy work-around for this.
also make an individual script for every player.
one transfer script for player0, one for player1, one for player2 and so on. you will need that later.
tell me if you can get that done by yourself.
Posted by: Gameanater - Tuesday, August 6, 2013 7:48:42 PM
Firt, sorry for the uber-late reply..
[Yquote=I^Love^Mixery;128712]you can not use that system to assign units or teams to players once the map contains start positions. that only works in mission maps - maps without start positions.[/quote]
Now that's kinda weird..
[Yquote=I^Love^Mixery;128712]You will have to put ALL units that you want to transfer to the command of player PlyrCivilian, give every single unit a unique unit name and then you will have to transfer every single unit individually to the desired player using the script Player -> Transfer. Put the transfer script in the script folder of PlyrCivilian.
as the player name put in player0 - player7.[/quote]
Wait, seriously? What the heck were the EA programmers for Worldbuilder thinking? o.0
[Yquote=I^Love^Mixery;128712]player0 is the human player in skirmish mode or the host of the game in multiplayer mode (=the player in the first player slot).
player1 is the player in the second player slot, and so on.[/quote]
That makes sense, thank you.
[Yquote=I^Love^Mixery;128712]This means you will ALWAYS have to put the players into the right lobby slots. i recommend to use slots 1-4 (player0-payer3) for the human players, slot 5 (player4) for USA, slot 6 (player5) for GLA.[/quote]
Uh, didn't I do that in the map already? Thanks anyway, very helpfull. [smile]
[Yquote=I^Love^Mixery;128712]It will be a lot of work, but there is no easy work-around for this.[/quote]
*Mumbled* Dumb Worldbuilder programmers...
[Yquote=I^Love^Mixery;128712]also make an individual script for every player.
one transfer script for player0, one for player1, one for player2 and so on. you will need that later.[/quote]
Will I have to make a seprate scruipt for each individual unit, or can I have one script for each player that gives them thier units all at once and trasphers thier units to player1 (player0) if there is no player for that slot?
[Yquote=I^Love^Mixery;128712]tell me if you can get that done by yourself.[/quote]
....I'mm not sure how to take that... Yes, I can get it done, but it's going to take [i]forever[/i] because I plan to have a LOT of units for the United Nations (vanilla USA AI) already on the map when it starts, and several of the civilian buuildings included... Same goes with the Rouge Robots (van GLA enemy AI), there's going to be an insaine amount of defense at thier spawn so you can just spawn cap them... Oh my gosh.......
Thank you soo much, Mixery. I can't express how much I appreciate you helping out. [grin] I hope you'll play the map when (if) it's done. Thanks, Mixery! [sunglasses] [+1]
Posted by: i^love^mixery - Wednesday, August 7, 2013 9:20:14 AM
[quote=Gameanater;128740]
Will I have to make a seprate scruipt for each individual unit, or can I have one script for each player that gives them thier units all at once and trasphers thier units to player1 (player0) if there is no player for that slot?[/quote]
make one script per player. each of those can contain as many unit transfers as needed for that player.
also you will notice that you can not transfer buildings like that because the shiit computer players will sell those automtically.
instead you will have to place a waypoint beneath all the comp buildings in the worldbuilder, give the waypoints a proper name, remove the buildings and then use this script to spawn the buildings instead:
Unit -> Spawn -> Spawn named unit at waypoint.
Yes.. the developers of the Worldbuilder did a shiit job.
Posted by: Gameanater - Thursday, August 15, 2013 5:10:26 PM
[quote=I^Love^Mixery;128742][quote=Gameanater;128740]
Will I have to make a seprate scruipt for each individual unit, or can I have one script for each player that gives them thier units all at once and trasphers thier units to player1 (player0) if there is no player for that slot?[/quote]
make one script per player. each of those can contain as many unit transfers as needed for that player.
also you will notice that you can not transfer buildings like that because the **** computer players will sell those automtically.
instead you will have to place a waypoint beneath all the comp buildings in the worldbuilder, give the waypoints a proper name, remove the buildings and then use this script to spawn the buildings instead:
Unit -> Spawn -> Spawn named unit at waypoint.
Yes.. the developers of the Worldbuilder did a **** job.[/quote]
This is very helpfull (I'm not being sarcastic, I mean it)! Thanks Mixery!
Indeed, they did a crappy job. It seems unfinished.