Posted by: Aafat - Tuesday, February 23, 2010 1:14:32 AM
[b]1.[/b] I'm reinforcing 4 Teams to each location.
Jarmen 1 at Way point U1
Jarmen 2 at Way point BS 2
Jarmen 3 at Way point BS 3
Jarmen 4 at Way point BS 4
Burton 1 at Way point U1
Burton 2 at Way point BS 2
Burton 3 at Way point BS 3
Burton 4 at Way point BS 4
Lotus 1 at Way point U1
Lotus 2 at Way point BS 2
Lotus 3 at Way point BS 3
Lotus 4 at Way point BS 4
Sniper 1 at Way point U1
Sniper 2 at Way point BS 2
Sniper 3 at Way point BS 3
Sniper 4 at Way point BS 4
The problem is that the teams are reinforcing on BS 2, BS 3, BS 4 but not on U 1, I first tried giving the name BS 1 but it gave me an error of name already in use, but when I chose the name U 1 it again gave me the same error.
[b]2.[/b] When the reinforcements occurs there's a severe lag, why is that?
I've used different names on the script when Drummin mentioned that the lag would is because of the same scripts name.
[b]3.[/b] I want the map to start like pausing the game & displaying the text string, where I can explain to what the player has to do to win the game (how to build, strategies etc) .
[b]4.[/b] I want the next wave to occur when all units are of the previous wave are destroyed and also a text which remains till the end of the game displaying how many waves are destroyed & how many are left.
[b]5.[/b] I wanna give each human player 10 units (5 Mini Gunners, 4 Missile Defenders, 1 Pathfinder) for their 7 Fortified Bunkers.
[quote]*** IF ***
[???] Player 'player0' is Faction Name: AmericaLaserGeneral
*AND* [???] Player 'player0' starting position is 1 .
*** THEN ***
Spawn Unit 'P1 B1 MG1' of type 'Infa_ChinaInfantryMiniGunner' on Team 'teamPlyrCivilian' at waypoint P1 B1'
Unit MG1 is transferred to player0
Unit MG1 garrison building P1 B1
[/quote]
This way I've to script 70 units for 7 Fortified bunker for one player, that makes it [b]7*4=28 Bunkers
70*4=280 Units[/b] That will be a lot of scripting work I'll be exhausted doing that, is there any other easy way? [ATTACH]562[/Attach]
Posted by: Drummin - Wednesday, February 24, 2010 8:47:05 AM
It's very easy to mess things up when doing scripting like this with all the different names etc. There were MANY duplicate unit names in your script, which can cause lag, if not crash the game. Keeping each bunker team in a separate script will help spot problems, plus you can copy this script and edit for each bunker.
If you look at the Layer List, you will see what waypoints are on the map. I renamed "U 1" to "BS 1" as this is what you intended to have. I also moved this waypoint to in front of the supply dock so you can SEE units spawned to this location.
You didn't have scripts for those special opts teams so I added a script for position1/player0. I sorted the script P1 B1 removing those duplicate copies of script lines and those for other bunkers. I added the line to garrison the bunker, transfer to player and another line to hide special countdown timer for the unit, which is shown when units are transferred.
I made a copy of this script for the second bunker and edited unit, bunker and spawn location names.
You've got your work cut out for you, but keeping things in order should allow you to get the job done. If a particular set isn't working, you'll know what script is responsible so you should be able to sort it out. Remember that once you get a set done, you can export the folder then import it back in adjusting names etc.
As for other game features in question, let's take it one set at a time. You can always delay the starting timer until briefings are done. You can "call up" different briefing messages to show what level the player reached etc. [ATTACH]564[/Attach]