Posted by: DogRed9 - Tuesday, June 13, 2006 1:44:06 PM
Ok, im new to the whole map making thing, and just started... I've created my map, and when i tested it earlier (with now combatzone, no innerperemiters, no outer peremiters, and no flank/backdoor/center waypaths), and it all worked fine, the enemy was attacking, building nukes and the like. Then, i went and added all the things I said I left out, and now the enemy just sits there, as if I didnt add the skirmish players... Ofcourse i didnt make several saves of this map since it was all goin so well...
So, im hoping im just being stupid and overlooking something so obvious, but does anyone have any clue how to fix this?
Heres my map if you need to look at it to find the problem
http://www.bmccars.com/GEN/Defcon4_003.zip
Posted by: xDeliverancex - Tuesday, June 13, 2006 2:12:31 PM
Send me your map And I'll take a look at it.
Ragjones@cncgeneralsworld.com
Your link did not work for me.
Posted by: fervid - Tuesday, June 13, 2006 2:40:50 PM
Sounds like close to the same prob mine is having in the other thread...perhaps with both our maps we can narrow down the problem. I'm getting ready to email him mine too.
Posted by: krit - Wednesday, June 14, 2006 2:18:22 AM
[u][b]Things I can tell:[/b][/u]
> I'm not sure if the parameters can actually go inside CombatZone or not but meh, I'm not a pro mapper so I'm not sure on this one.[skull]
> There are points where the inner parameter actually overlaps out of the outer parameter, this could cause problems.
> Attack waypoints are not placed like that due to the following reasons:
>> The waypoints are supposed to point INTO the enemy base.
>> The waypoints labels corresponds with the player it's attacking, so Center1 is for attacking player 1. You have Center1 for player 3 there.
>> Each player needs their own set of attack waypoints for other players to be directed into their base. You only have one set and not pointing to the right player (See above).
>> Waypoints do not start directly from the attacker's base. The starting points for attack waypoints are gathering positions for AI to gather up unit before actually attacking. Starting the waypoint in one's base will result other players going to that base first before following the waypoints.
[u][b]Other things to point out that is not related to the AI not attacking problem:[/b][/u]
> The AI builds it's defenses between the innerparameter and the outparameter at attack waypoint locations. What you have there will cause the AI to build defenses below the cliffs.
> Putting tech structures half submerged in water would only give an unfair advantage for Chinese players as they will be the only one capable of capturing them with Black Lotus.
> You have one large water polygon that is not used that came standard with the map.
[u][b]Non-related suggestions:[/b][/u]
> Differ up on the textures abit, especially for the cliff face.
> Trees do not grow ONLY in parks [smile]
> The world is not flat, it is safe to make some parts of the terrain un-even.
> Greenery in the town wouldn't hurt anything.
> Some audio points can liven up a map with background noise.
[u][b]Personal comments on map:[/b][/u]
> That one scary set of waypoints for nuetral/civilian units!
> Love the idea for a police chase.
Sorry if I'm sounding really mean, bossy or anything, but that's just me [grin]
Posted by: DogRed9 - Wednesday, June 14, 2006 10:23:34 AM
sorry i made you type all that for no reason... the problem was a script I put in the wrong spot lol.
and it all works fine, those tech buildings i the water are submerged for 6 minitues, after 6 minitues, the water receeds and the buildings are exposed.
to the non related stuff, I'm just trying to get the map working, then ill spruce it up a bit, but thankyou very much fro reviewing my map :D
Posted by: krit - Wednesday, June 14, 2006 7:05:23 PM
Oh well, atleast you can still fix some of those stuffs listed anyway, lol.