| Posted by: gazza22 - Wednesday, November 26, 2008 4:23:20 AM |
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| Hi how do i make a Kill Zone So its no rush. I know its got some think to do with the map.ini can u help me pls mate thanx |
| Posted by: krit - Wednesday, November 26, 2008 9:06:18 AM |
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| You might want to explain it in a little bit more detail and give the people here more than 23 minutes to respond... |
| Posted by: Drummin - Wednesday, November 26, 2008 9:25:33 AM |
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| There's no good way to keep ALL units from crossing the line. You can use a water barrier that drops after time. Another option is a wall of fire made by spawning nukes over and over. This might stop air traffic as well. |
| Posted by: gazza22 - Thursday, November 27, 2008 12:52:49 AM |
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| so how do i do an wall of fire on my map then plz |
| Posted by: FatalSwoop - Thursday, November 27, 2008 2:19:49 AM |
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| I don’t see rushes as a threat anymore,,, I’ve incorporated a rush plan into the start of my game plan,,, which deals with them,,, Remember that rushes are usually only 1 or 2 units under taking a hasty attack!! That can only affect the unprepared ,,, make a war factory one of your first buildings and put a defence around it, my rush plan worked well online just last night, when a hasty player had sold his Command Centre to make tanks,, so i quickly sent my HUMVEE to his base and bashed his dozers lol,,, if you were in 1v1 lobby around 11.30pm you would have heard his curses,,,,, it was 2 clan dudes one China tank and other Air General,, hu hu haa See rushes like i do as hasty noob players! trying it,,,, and don’t let them shake you up,, them Gatling tanks are silly,,, Be prepared!! Don’t start any games without anticipating a rush, its a precaution you cant afford to be caught out with,,, always have units in your base, from the second building you lay down!!!! And don’t JUST build defences! You also need unit at the start!. Generals Swoopinton |
| Posted by: Drummin - Friday, November 28, 2008 12:34:22 AM |
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| A wall of nukes and other nasty bombs should stop most units. Add an EMP to also take out Air units. Make a script with the checkbox "Deactivate upon success" unchecked and set the script to evaluate every second or so. [code]*** IF *** True. *** THEN *** Spawn unit of type 'MOAB' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' Spawn unit of type 'DaisyCutterBomb' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' Spawn unit of type 'NapalmBomb' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' Spawn unit of type 'PatriotMissileEMP' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' Spawn unit of type 'RadiationFieldLarge' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' Spawn unit of type 'PoisonFieldAnthraxBomb' on Team 'teamPlyrCivilian' at waypoint Waypoint 'Nuke1' [/code] Use any combination of bombs you like and add waypoints across your map with matching script-lines. Make another script with a timer, then another script that would deactive the bomb script when the timer goes off. |
| Posted by: Annihilationzh - Friday, November 28, 2008 1:50:17 AM |
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| Make a water zone that constantly adjusts and use the damage water adjustment. For some reason it kills air units too. I lost 4 migs when I first discovered this. |
| Posted by: zombie_989 - Tuesday, March 10, 2009 12:23:07 PM |
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| i've been doing loads of kill zone scripting lately... when i need a kill zone, i create a trigger area (i call it KillZone for simplicity sake) and usually use different terrain to make it a noticeable place on the map. then, i create a water area called KillZoneWater. i set it up so that when a unit enters, the water level rises to 30 and then on the next line of the same script, drops to -30 (just easy numbers to use). this is nice, because you can set it to trigger only when certain units enter, when unnamed units belonging to a certain player enter, or whatever else suits your fancy. if it's rushing you're anti, then set a timer and when it expires, disable the killzone script... |