Posted by: iruleuall - Friday, September 19, 2008 2:21:24 PM
Please help. i dont know how to make a map could someone please tell me??? i REALLY want to make one. [grin]

Posted by: Drummin - Friday, September 19, 2008 8:01:01 PM
Welcome to cncgeneralsworld. Making a map isn't hard at all. Might I suggest you start with a [url=http://www.cncgeneralsworld.com/generals/zerohour/worldbuilder/tutorials/basictutorial/]basic tutorial[/url] and If you have any specific questions or need more help let us know.

Posted by: iruleuall - Saturday, September 20, 2008 8:49:35 AM
okay thanks but one thing i got the world builder up but all of those letters arent there??? [question]

Posted by: Drummin - Saturday, September 20, 2008 8:55:42 AM
I assume you're talking about the letters Fleetatks put below the toolbar to explain what each button does. They're not part of World Builder, just added for the tutorial.

Posted by: iruleuall - Saturday, September 20, 2008 9:26:16 AM
ohhh i see umm one last question (for now) how do you make a river??? cause i cant figure out [skull]

Posted by: Drummin - Saturday, September 20, 2008 10:51:09 AM
Again Fleetatks has covered this issue in a [url=http://www.cncgeneralsworld.com/forums/default.aspx?g=posts&t=4856]tutorial[/url].

Posted by: iruleuall - Saturday, September 20, 2008 11:02:19 AM
i know but i dont know how to raise it.. p.s. you reply fast lol[smile]

Posted by: Drummin - Saturday, September 20, 2008 11:05:49 AM
You'll see a blue area line; click on this line and the properties window will come up where you adjust the height.

Posted by: iruleuall - Saturday, September 20, 2008 11:14:35 AM
oh thanks i see now. but seriously how do you reply so fast[question] And wat is the orange line???? sorry for all of the questions lol but thanks for answering

Posted by: Drummin - Saturday, September 20, 2008 11:42:07 AM
The orange line is the active border line. DO NOT DELETE THIS LINE... or your map won't work. As far as replying fast, I subscribe to deferent forums and when a new message is posted, I receive an email.

Posted by: iruleuall - Saturday, September 20, 2008 3:35:15 PM
How do you pick the spot where the people start out am i bugging you with all of theese questions??? just wondering

Posted by: Drummin - Saturday, September 20, 2008 5:31:24 PM
Many of your questions are answered in the basic tutorial I mentioned earlier. But start positions are placed with the waypoint tool and labeled with the dropdown window. Bugging me? No. I enjoy teaching what I know and learning from others here. That's what this forum is for. [ATTACH]54[/Attach]

Posted by: iruleuall - Saturday, September 20, 2008 5:40:31 PM
lol k. just making sure. but yeah thanks i would never have gone in there lol edit: hold on i went to the waypoint menu and its all blank is that normal??? nevermind i was in the wrong waypoint lol edit: [smile] hey thanks Drummin for everything you really helped. [grin]

Posted by: Phe0n1x - Saturday, September 20, 2008 6:47:53 PM
please use the edit button multiple times instead of posting 3 times within 20 minutes.

Posted by: iruleuall - Saturday, September 20, 2008 7:15:14 PM
sorry i will start lol edit: okay now somethings messed up...i made the map and saved it went to Generals, did skirmish and played. but RIGHT when i start it says im victorius????[question] do i need to do something else?

Posted by: Drummin - Saturday, September 20, 2008 7:30:33 PM
Did you add skirmish players? Please look through the tutorial on making your first map. I think you'll find many of your questions will be answered.

Posted by: Me Myself and Pi - Saturday, September 20, 2008 8:25:16 PM
When you add units to the map from one the 13 factions, a window comes up telling you to add a new player. If you added a new player, it will interfere with the skirmish scripts. Which is what is causing the victory. So go to the Player List (Edit > Edit Player List) & delete all players there accept the PlyrCivilian. (When a warning come up saying so & so units belong to the player, just click Yes.) Then add the skirmish players. Now go to all the buildings & units that you added under one of the faction & change their team to [b]teamPlyrCivilian[/b]. To prevent these players from being created & when you want to place a unit from one of the factions, change the [b]Default Owner[/b] to [b]teamPlyrCivilian[/b], then place the object.

Posted by: Drummin - Saturday, September 20, 2008 8:58:19 PM
Ha so true Pi, I suppose adding skirmish players before adding any units or buildings would prevent this as well because the players would already be listed. Adding skirmish players is always one of the first things I do when making a map as most of the objects placed belong to the civilian player.

Posted by: iruleuall - Saturday, September 20, 2008 9:27:11 PM
thanks ill see if it works so is there a way to extend the orange line?? or atleast some way to make your map bigger

Posted by: Drummin - Sunday, September 21, 2008 9:59:38 AM
Yes iruleull, There is two parts to doing this. PART 1 In world builder, go to "File" and in the dropdown menu you'll see "Resize..." Notice on the "Resize" window the area that says anchor square. This represents where your current map will be when you resize the map. For example: Select the center and the map will be added to on all sides. Select the bottom-left and the map will be added on the top and right. In most cases, you don't need a border of more than 10. PART 2 Once you've resized the map, you need to move the orange active border. Under the category "View" you should have "Show Map Boundaries" checked so you can see any borders. Click "Ctrl i" and you should see a blue band around your map. This is where your orange border should be. Click the border tool on the right side of your toolbar. Left-click and HOLD down the top-right corner of the orange border and drag it up to match the blue band. If you make another border (color) on accident, drag it all the way to the bottom-left to remove it. DON'T remove the orange border. That should do it.

Posted by: iruleuall - Sunday, September 21, 2008 6:00:38 PM
k thanks one more thing do you need to do anything to make your map playable online

Posted by: Drummin - Sunday, September 21, 2008 6:08:35 PM
If you've added your start positions and resouces then you should be go to go online. To make the map a playable skirmish map, follow the instructions in Fleetatks' tutorial regarding adding base areas and pathways.

Posted by: iruleuall - Sunday, September 21, 2008 6:20:43 PM
k thanks just making sure one last question. so when i set down a vehicle say a overlord how do i make it so i can just get infantry to take it over cause it wont work for me [question]

Posted by: Drummin - Monday, September 22, 2008 3:11:29 PM
[quote]when i set down a vehicle say a overlord how do i make it so i can just get infantry to take it over cause it wont work for me[/quote] There are two ways to do this. Considering how many units you're going to place might help you decide which way to go. 1: Name every unit 2: Make a team 1: Name each unit you place and write a script in the plyrcivilian folder to make these units unmanned. *** IF *** True. *** THEN *** Make Unit 'Overlord1' unmanned. Make Unit 'Overlord2' unmanned. Make Unit 'Overlord3' unmanned. This action is found under Unit/Status. 2: Go to Edit/Edit Teams, select the civilan player and add a new team. Call it what you want... say, "UnForGrab". Write a script to make the whole team unmanned. *** IF *** True. *** THEN *** Make Team 'UnForGrab' unmanned. This action is found under Team/Status. Then when placing units on the map, assign them to team UnForGrab. The advantage of option two is that you don't need to name every unit which can be a time saver if you're placing large numbers.

Posted by: iruleuall - Tuesday, September 23, 2008 3:39:50 PM
Ummmm yeahhhh[question] [question] [question] i have no idea how to write a script so im basically lost[sad]

Posted by: Drummin - Tuesday, September 23, 2008 4:30:00 PM
No Problem. Both Generals and Zero Hour WB script writing areas are close with some minor differences in finding the scripts... Generals will show a long dropdown list of scripts and Zero Hour uses a menu tree. You should be able to find things easy enough. If you haven't yet added your skirmish players you'll need to do this. Go to Edit, then "Edit Player List...". When the window opens click the button that says "Add Skirmish Players" then click OK. To write scripts go up to Edit, then from the dropdown click "Scripts...". You'll see the list of players. In most cases, all scripting is done in the PlyrCivilian folder. Left click on this folder and click "New Script...". First thing to do is Name your script. Let's call it "MakeUnmanned". Above the Name area you'll see tabs for the condition and action sections of your script. By default, the condition of a script will say "IF True" so you don't need to change that. What we want to do is change the action if true part of the script so click on that tab. You'll see by default it says, "Null Operation [Does Nothing]". We don't want this so click the "Delete" button to the right. Click "New..." and go to "Unit"... then "Status"... then "Make Unmanned". If you're using the Generals editor this all run together somewhere down the list. OK. Once you click "Make Unmanned", you'll see the script line in a window with some question marks "Make Unit '???' unmanned.". It's calling for a unit name. Click these question marks and a popup window will come up where you type in the name. You may also find your unit name in the textbox dropdown. Click Enter on your keyboard. If you have more than one unit to make unmanned, left click on this action line you just made and click "Copy". Edit each line naming all your units. Click OK when you're done with this script then OK to exit the script writing area. Save your game. Your units will now be Unmanned.

Posted by: iruleuall - Tuesday, September 23, 2008 4:42:49 PM
okay i followed it until you said [i]"Click "New..." and go to "Unit"... then "Status"... then "Make Unmanned". If you're using the Generals editor this all run together somewhere down the list."[/i] i could not find that please help lol [sob]

Posted by: Drummin - Tuesday, September 23, 2008 4:52:12 PM
Are you using Generals or Zero Hour? Remember I said in the begining that there are some differences in the way you find the scripts.

Posted by: iruleuall - Tuesday, September 23, 2008 4:55:14 PM
yeah i know but do you know what it would say cause there is nothing in the units section that says unmanned

Posted by: Drummin - Tuesday, September 23, 2008 4:55:49 PM
Give me a minute to switch world builders. WELL, I'm very surprized that I can't find "Make Unmanned" in Generals. Sorry. I'll post back when I get an answer for you.

Posted by: iruleuall - Tuesday, September 23, 2008 6:26:36 PM
okay thanks drummin. [+1]

Posted by: Phe0n1x - Tuesday, September 23, 2008 6:28:28 PM
There is no need to post multiple times. Please use the edit button. I removed the excess posts.

Posted by: Drummin - Tuesday, September 23, 2008 8:41:46 PM
Well I talked with our resident expert Me Myself and Pi and he gave me this answer. "Nope, there is no action in just Generals to unman a unit. The best you can do is script Jarmen Kells to shoot the units. But of course, this only works for vehicles. This is actually the technique that EA Games used in the first USA mission in Zero Hour." So sorry Bud! I thought Generals would have the same type of scripting I've used in Zero Hour. If you wish, we can transfer the unit to a player when they "get to" the tank. Let me know. We can do that.

Posted by: Me Myself and Pi - Wednesday, September 24, 2008 4:16:34 PM
Scripting the Jarmen Kells isn't that hard. Here's how: 1) Go to the Player List & create two new players. Both under the Civilian faction & name them, [b]Unmanned[/b], & [b]JarmenKells[/b]. (Give the same name to the [b]Player Name[/b] & [b]Player Display Name[/b]) If this is a solo player map, (not skirmish or multiplayer) then check them as AI controled. 2) Create the following scripts: [code]*** IF *** True. *** THEN *** Player 'JarmenKells' considers Player 'Unmanned' to be Enemy ([Player] Change how a player relates to another player.) Team 'teamJarmenKells' begins hunting using Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'. ([Team} Set to hunt using commandbutton ability.) Set timer 'Delete Jarmen Kells' to expire in 3.00 seconds.[/code] [code]*** IF *** Timer 'Delete Jarmen Kells' has expired. *** THEN *** Team 'teamJarmenKells' is removed from the world. ([Team] Delete a team.)[/code] 3) Go to all the units you want unmanned & change it's team to [b]teamUnmanned[/b] 4) Now place a Jarmen Kell under the team of [b]teamJarmenKell[/b] next to each unit. That's all!

Posted by: iruleuall - Wednesday, September 24, 2008 4:47:48 PM
ohhh that sucks. oh well thanks though for telling me. for now im good.