Posted by: Decrosse - Thursday, December 23, 2010 4:30:35 PM
First, my map is a 450x450. I'm zoomed out, now I'd like to zoom in on say the upper left corner so I can see what tiny objects I am putting there (since some are tiny from a distance). How to?
Second, once the first is done when placing waypoints for player start positions do I need to put a Command Center there and/or will/how to make it like the Skirmish maps where you can leave it random or choose where you want yourself/the AI Comp enemies?
I'm using ZeroHour builder now since normal Generals builder ends up crashing (going to test something)...
I don't really do any scripting so will probably use here for anymore stuff... (Of course I'll still look at some of the other threads around here)
Skirmish games whether against AI or another player loses it's fun when one side of the map runs out of money, which is a bit too often for me. I'd like to create a map that, at the very least, has lots of money stuff/options all around so another player and myself can enjoy a "real" game.
extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?
Posted by: Annihilationzh - Friday, December 24, 2010 12:08:50 PM
[quote]First, my map is a 450x450. I'm zoomed out, now I'd like to zoom in on say the upper left corner so I can see what tiny objects I am putting there (since some are tiny from a distance). How to?[/quote]
If your mouse has a scroll wheel, that should zoom in and out. Otherwise, I don't know.
[quote]Second, once the first is done when placing waypoints for player start positions do I need to put a Command Center there and/or will/how to make it like the Skirmish maps where you can leave it random or choose where you want yourself/the AI Comp enemies?[/quote]
It depends on what you're doing. If it's a mission, you don't have start positions, you just place buildings. If it's a multiplayer map, you only have to place the start position.
[quote]extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?[/quote]
That is no small feat. It would take hours to make for someone experienced.
You could, however, use other methods to gain money. The way I usually use is a mod that gives every side GLAs cash bounty. So every unit killed gives cash.
Posted by: BR-Alexandre - Wednesday, February 2, 2011 7:42:34 AM
is possibe give cash bounty, for example, to USA? tried give GPS scambler but it needs a GLA comand center to be used, without it just can't use the scrambler
also, can't place a GLA comand center inside a USA base
Posted by: Annihilationzh - Wednesday, February 2, 2011 9:06:07 AM
It is.
http://www.cnclabs.com/forums/default.aspx?g=posts&t=9948
Posted by: casparmartin01 - Wednesday, February 9, 2011 11:48:12 AM
I got a cool idea for you, go to objects and america and then supply drop set the hight on -20 an put it under the way point" starting player (1,2,3,4,5,6,7,8,9)"
Ow by the way set it as team "team cavillian"
If you have done that there will fly every 2 minutes a plane and drop money on the command center
If you don't get me say it than i will explain it better
ITS COOL I've tryed it by my self
Posted by: Decrosse - Thursday, February 10, 2011 3:59:47 PM
[quote=Annihilationzh]
It depends on what you're doing. If it's a mission, you don't have start positions, you just place buildings. If it's a multiplayer map, you only have to place the start position.
[quote]extra small question: how to get vehicles, etc. (player, ai, or civ) to "drop" the "money crates" as in one of the playable campaign/scenerio missions?[/quote]
That is no small feat. It would take hours to make for someone experienced.
You could, however, use other methods to gain money. The way I usually use is a mod that gives every side GLAs cash bounty. So every unit killed gives cash.[/quote]
Sorry for late reply, now I've figured out how to move around map.
Next,
what I'd like to do is give a Multi-player map more Money Options; resources, as in the games I have played with just one other player I usually run out of money...
That first, then can try to figure out the other stuff. Being scripts to drop/spawn moneys after and/or are destroyed (not captured), like in some Campaign mission except not being a mission map this time around.
-----
now does each starting location (2-player map, etc) need its own way point? Once those are/that is set will they work like the Skirmish maps? (sometimes we like to choose where we want to start)
Posted by: yurdeath2010 - Friday, February 11, 2011 2:59:48 PM
[quote]what I'd like to do is give a Multi-player map more Money Options; resources, as in the games I have played with just one other player I usually run out of money...[/quote]
I run into this problem a lot and my dad loves to have tons of money. here is what I do. To save room I use supply piles instead of supply docks (smaller and once depleted, they are gone. No empty dock sitting there taking up space.) You can find the supply piles at the following location.
[code]
Civilian>Structure>supplypilesmall
[/code]
This will give you the small supply pile that I use. but default for this pile is only like $3750. So I use the following technique to boost it up. I name the supply pile by selecting it and clicking in the name field of the object properties window. Most of the time I name it "sp1, sp2, sp3, ...." and so on. Then use the following script.
[code]
*** IF ***
True.
*** THEN ***
Warehouse named Unit 'sp1' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp2' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp3' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp4' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp5' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp6' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp7' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp8' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp9' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp10' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp11' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp12' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp13' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp14' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp15' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp16' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp17' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp18' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp19' is set to having 50000 dollars worth of boxes.
Warehouse named Unit 'sp20' is set to having 50000 dollars worth of boxes.
[/code]
This sets all your supply piles to having $50000 but you can adjust that as you like. You can find this command at the following location.
[code]
unit>set cash value of warehouse
[/code]
[quote]
then can try to figure out the other stuff. Being scripts to drop/spawn moneys after and/or are destroyed (not captured), like in some Campaign mission except not being a mission map this time around.[/quote]
I could do this with a stationary building but not with a moving unit. I wouldn't know how to with a moving unit. but with a stationary building, simply name the building, put a waypoint next to or under the building and use the following script.
[code]
*** IF ***
[???] Unit '???' has been destroyed.
*** THEN ***
[???]Spawn unit of type '2500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint '???'
[/code]
You can find the objects for this script at the following locations.
[code]
unit>destroyed>unit is destroyed
unit>spawn>spawn unnamed unit on a team at a waypoint
civilian>MISC_MAN_MADE>2500DollarCrate
[/code]
[quote]
now does each starting location (2-player map, etc) need its own way point? Once those are/that is set will they work like the Skirmish maps? (sometimes we like to choose where we want to start)
[/quote]
Yes, each player has to have a starting waypoint 'Player_x_start' with x being the number player. player 1,2,3, or whatever.
Hope this wall'o text clears things up and leaves you with more answers than questions.
Posted by: Decrosse - Sunday, February 20, 2011 1:10:16 PM
looked in scripts... umm... my ZH Worldbuilder has crashed, twice, just trying to figure it out.
I don't really do scripting...
...... there's some folders ((neutral), Ply(whichever faction, including Civilian) in the 'Edit Scripts' button...
I think I got those scripts, just... well when I clicked Play it put me as America... and it puts me in a corner where I don't have the bases thus having to scroll around to find them...
no idea if the scripts are even working... don't think they are anyways...
[IMG]http://img818.imageshack.us/img818/4700/therez.jpg[/IMG]
hmm... needs more fiddling, but any help is/would be nice...
if it matters any the only mod we sometimes play together with is the "AllStars" mod, of course those files with 'allstars' in the name aren't in directory when I'm working on Zero Hour's Worldbuilder...
also, I haven't edited any files in any way...
Posted by: yurdeath2010 - Monday, February 21, 2011 4:43:02 AM
Not exactly sure which scripts you are talking about. What's not working? I see there are no starting positions. You have to set a way-point and name it "Player_1_start, Player_2_start,... etc." This should fix having to go find your base too as you will start with a base.
Also, make sure that all these scripts are in the civilian folder in the scripts.
Posted by: Decrosse - Wednesday, May 4, 2011 9:00:02 PM
Sorry for bump... somewhat forgot...
alright, made a new map since Zero Hour don't want to see my other maps.
well, got starting points placed (working) and supply piles (working)
--
now just to get building (named) to spawn a crate...
[quote][code]*** IF ***
[???] Unit '???' has been destroyed.
*** THEN ***
[???]Spawn unit of type '2500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint '???'[/code][/quote]
tried following that but where to find the first bit? don't see an 'destroyed/killed' option? second part I found...
um also which tab does that go under? just in case...
-------
also, for some reason my Generals WorldBuilder likes to crash on startup but Zero Hour Worldbuilder is fine.
hmm what else...
been playing the campaigns, any way to set a certain faction structure to get other faction(s) 'general promotions'?
There is a mission on China side in one the campaigns where the China Airfield can use Carpet Bomber...
Maybe I'd like GLA to also be able to use so-n-so... and so on.
hmm... will update if I think of anything more/remember the other things...
Posted by: Drummin - Wednesday, May 4, 2011 10:05:52 PM
You're using "unit" destroyed so whatever object you intend to use needs to be named. So for example you place a building, then select it and the Object Properties window comes up. At the top is a text box to enter a name, so you could add "Building1". Looks like you are also missing the waypoint for the spawn action, so place a waypoint under this building and replace the default name with "Spawn1". Then in your script select the building as the unit and the waypoint as the spawn location.
Posted by: Decrosse - Thursday, May 5, 2011 11:37:14 AM
[quote=Drummin]You're using "unit" destroyed so whatever object you intend to use needs to be named. So for example you place a building, then select it and the Object Properties window comes up. At the top is a text box to enter a name, so you could add "Building1". Looks like you are also missing the waypoint for the spawn action, so place a waypoint under this building and replace the default name with "Spawn1". Then in your script select the building as the unit and the waypoint as the spawn location.[/quote]
this is all I find?
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/339c8676.jpg[/IMG]
when test:
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/c3664bf9.jpg[/IMG]
just a crate, building not there to destroy it...
does it need two waypoints?
tested one other option with a civilian plane, well plane auto-destroyed on game start...crate spawned just fine... what should I put under "if false" tab?
Posted by: Drummin - Thursday, May 5, 2011 12:19:43 PM
The first image shows you in the script editing section. Did you name the building in the object properties window so when clicking on the building it shows "Building1" as the name of this object?
As far as the building not being there, who does it belong to? Should be PlyCivilian. Same for the plane.
Posted by: Decrosse - Thursday, May 5, 2011 2:20:08 PM
[quote=Drummin]The first image shows you in the script editing section. Did you name the building in the object properties window so when clicking on the building it shows "Building1" as the name of this object?
As far as the building not being there, who does it belong to? Should be PlyCivilian. Same for the plane.[/quote]
yes
yep.
fixed it... now just to add computer skirmish some how... found that...
alright, next bit is lets say giving GLA's Stinger site America's Air Strike (general promotion), or America's War Factory China's tank-barrage... n so-on, etc...
hmm... how to get game if possible to start off with already-made base depending on faction selected? (2 player map)
Posted by: Drummin - Thursday, May 5, 2011 11:31:40 PM
This won't happen on a skirmish map with *AI players but you can transfer named civilian owned units(buildings) to human players using a condition that checks the start position and the player "room" (as in player0 through player7) and then transferring each named unit to the player in that start position using the same "room" player name. See [url=http://www.cnclabs.com/forums/default.aspx?g=posts&t=5045]this topic[/url] for room scripting and examples.
*Note: AI players will sell buildings they have not built.
If you're planning on basing buildings on faction then you will place waypoints and spawn named appropriate buildings at each waypoint belonging to player Civilian then transfer to the player. My old [url=http://www.cnclabs.com/downloads/details.aspx?id=451]Urantian Conflict[/url] map spawned defenses to each player based on faction. Hey that was so many years ago, I don't remember how I did it but you could check that out. All I know is that you'll have you work cut out for you scripting for all rooms and possible factions. That map took many, many months of scripting.
Posted by: BR-Alexandre - Friday, May 6, 2011 8:49:38 AM
scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.
Posted by: Decrosse - Friday, May 6, 2011 9:29:47 AM
[quote=BR-Alexandre]scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.[/quote]
I don't mind scripting on this 2-player only map... just might need help with the scripting part...
I know when start game you already start with command center, but say that's already scripted... don't want to have 2 command centers, the dozer/worker is fine though...
so how to avoid that?
also, is it possible for a cutscene to play for 2 players at about the same time? I do realize there is chance for lag or one comp could be a bit faster, though it's not by much...
I'll go work on my map and update with more details later...
Posted by: Drummin - Friday, May 6, 2011 12:02:17 PM
Skip spawning another command center.
Yes you should be able to script a cutscene
Posted by: BR-Alexandre - Friday, May 6, 2011 1:03:02 PM
as i play online, both computers must show same screen so even in cutscene, if one is faster, it will run the same speed the slower one (well happens with me and my brother), don't worry about that
if you don't want 2 comand centers then just don't put another one in the map...sorry, guess i can't understand the question...
Posted by: Drummin - Friday, May 6, 2011 1:13:17 PM
I felt inspired to reload my [url=http://www.cnclabs.com/downloads/details.aspx?id=1207]mission map[/url] back up to the download section in case either of you wish to play it. Might get some scripting ideas from it as well.
Posted by: Decrosse - Friday, May 6, 2011 3:49:39 PM
[quote=BR-Alexandre]scripts should be like "IF starting position is 1 AND player if 'factionamerica' THEN spawn 'americapatriotbattery' at waypoint X", 12 defenses per player, have to do it for every starting location for all players for all factions, really annoying work. you also make special suplly docks for every base, with more money. but no player, no suplly. there's also a garrissonable train moving arround the map and he keeps stopping at player bases. really nice work.[/quote]
not sure how to find that first bit via script?
I would look at old map (Urantian Conflict) but worldbuilder ZH doesn't want to look at the scripts in there...
@Drummin: Skip spawning another command center.
well then the default command center that spawns when start game how to set it facing the right direction?
Posted by: Drummin - Friday, May 6, 2011 5:53:27 PM
[quote=Decrosse][quote=BR-Alexandre]
well then the default command center that spawns when start game how to set it facing the right direction?[/quote]You can't.
The Urantian Conflict map has a good number of scripts and should load if you give it time. On the old PC I made the map on it would take ten minutes at times to load, but it did load.
Posted by: Decrosse - Friday, May 6, 2011 8:15:15 PM
then any way to get rid/stop the default command center from appearing? hmm... update later...
I'll look again later at those scripts... currently cleaning out my pc which could help a bit...
Posted by: i^love^mixery - Saturday, May 7, 2011 5:35:01 AM
getting rid of the default command center is not possible through scripting.
BUT: you can destroy the default command center and spawn a new one but you need really many scripts for that and its not easy to script that because you have to check which faction the player was and which command center he needs.
as already said: urantian conflict has a GIANT number of scripts because its a 6 players map.
6 start positions * 12 different armys * 8 possible player slots = 576 army detection, unit spawn and unit transfer scripts = 1.728 scripts just for the startup buildings. must have taken this dude weeks of copying and pasting.
however: if your map is small (4 players or less) and if its worth the work then i might be willing to script it for you. you just have to describe me what exactly you want.
Posted by: Drummin - Saturday, May 7, 2011 8:43:09 AM
No kidding. It's a ton of scripting that can take months to complete. Here's just the PlyrCivilian scripts from Urantian Conflict map to give you an idea of the size of things and this doesn't cover AI players. [ATTACH]764[/Attach]
Posted by: Decrosse - Saturday, May 7, 2011 8:54:54 PM
maybe another time it'll let me look at Urantian Conflict scripts... (let it sit a bit past 10min, or maybe my ZH Worldbuilder just don't like it's script section; is fine otherwise...)
well let me work on my map a little bit, layout/etc then will update later with map plus descriptions... mostly for scripting... and things... still thinking on them...
map is only a 2-player map, but currently is 600x600...
Posted by: Decrosse - Monday, May 9, 2011 9:38:17 AM
[quote=Drummin]No kidding. It's a ton of scripting that can take months to complete. Here's just the PlyrCivilian scripts from Urantian Conflict map to give you an idea of the size of things and this doesn't cover AI players.[/quote]
hmm my zero hour worldbuilder be giving me assertion failure error when try loading a map, guess I'll redo on a new map...
what map size/border size/height you recommend for 2-player map? (don't want it to be too quick you get to other players base) would like enough space for water for ships to fit (aircraft carrier, etc.)... would like a dam (floods some area when destroyed)... cliffs/mountains...
yea there's more but would like to get that bit done first...
hmmm
Posted by: Drummin - Monday, May 9, 2011 12:52:56 PM
600 x 600 is the max size I recommend for any map intended to be played on lan or online. Seems a little overboard for a two player map but the details you're planning calls for extra room.
Posted by: Decrosse - Monday, May 9, 2011 4:11:35 PM
alright so I'm not sure about how to do the dam/water stuff, don't get the "water tool"
so I guess I'll work on rest of map, just how to get bridges/make them face right way? (car road/train tracks)
and how many America (upgrade possible)/China Powerplants per Nuke Silo/Particle Cannon?
Posted by: BR-Alexandre - Monday, May 9, 2011 4:27:14 PM
1 upgraded fusion reactor for cannon, 1 nuclear plant for nuke. aim for more so you'll have a "reserve energy" but this is the basic
about bridges, just put the 1st point in the start and the other in the end of the place where you want the bridge to be. about dam/water there's a toutorial about it in cnclabs, search for wolrdbuilder information and you may find it.
Posted by: Decrosse - Monday, May 9, 2011 5:37:54 PM
maybe someone can help fix the map's bridges/etc?
map detailing/layout here is almost done... just need to put a city...
hmm...
will upload map after; just note it's a little bigger: 620x620...
Posted by: i^love^mixery - Tuesday, May 10, 2011 6:01:13 AM
600x600 is BY FAR too large for a 2 players map. even for 8 players thats way too much.
300x300 should be the max. for 2 players.
twilight flame is 450x450, alpine assualt is 280x280
Posted by: Decrosse - Tuesday, May 10, 2011 9:11:44 AM
I find 450x450 a little too small for what I'm planning...
Posted by: Decrosse - Tuesday, May 10, 2011 12:33:40 PM
alright this map is almost ready for intro-cutscene, I have most bridges place on the river...
Had to increase map size some more so I could put Aircraft Carrier in water; look silly too close to land...
dam + water stuff will need to be fixed, maybe someone could see to that for me?
well for cutscene I do require a car bridge going from plateau A to plateau B; but not hide/erase/whatever it doing my river bridges....
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/55ac2468.jpg[/IMG]
look at lighter road; now can see river with a bridge...
I need something like this:
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/d12cb7fc.jpg[/IMG]
yes train tracks need bridges/tunels too.... (some the road needs fixing, it goes y shape or so here n there...
map coming up in a min...
of course it's not finished, still WIP...
EDIT: uploaded updated map, now there is (should be) trees...
[ATTACH]772[/Attach]
Posted by: i^love^mixery - Wednesday, May 11, 2011 9:42:44 AM
there is a lenght limit for the bridges in your map.
you cant do anything about it. but im not sure if the bug only occurs in the worldbuilder but not ingame. you should test it.
but instead you can use other bridges (solid ones) like the TsingMaLandmarkBridge in bridge menu. if you decide to use solid bridges then make sure to make them indestructible
Posted by: Drummin - Wednesday, May 11, 2011 10:24:42 AM
Yes there is a bridge segment limit for each type of bridge. In most cases you can just change bridge types when one bridge type runs out of segments. It happens in WB and the game. This goes for roads as well in particular intersections.
Posted by: Decrosse - Wednesday, May 11, 2011 10:30:52 AM
in worldbuilder I have some bridge bits left on the map, don't know if they appear in game or not but... no big, can't click em to delete em... like they're there but not...
I fixed my cliff/plateau bridge; had to dig a li'l in one's cliff edge...
fixing my dam now.... :)
alright need cutscene help (scripting) next... & other scripting...
Posted by: Decrosse - Wednesday, May 11, 2011 10:33:25 AM
[quote=i^love^mixery]there is a lenght limit for the bridges in your map.
you cant do anything about it. but im not sure if the bug only occurs in the worldbuilder but not ingame. you should test it.
but instead you can use other bridges (solid ones) like the TsingMaLandmarkBridge in bridge menu. if you decide to use solid bridges then make sure to make them indestructible[/quote]
have, bug does show up in game as well...
sorry for double-post...
I think it was more height limit than length limit... :)
Posted by: i^love^mixery - Wednesday, May 11, 2011 11:10:37 AM
[quote=Decrosse]I think it was more height limit than length limit... :)[/quote]
no.[wink]
Posted by: Decrosse - Wednesday, May 11, 2011 11:40:45 AM
[quote=i^love^mixery][quote=Decrosse]I think it was more height limit than length limit... :)[/quote]
no.[wink]
[/quote]
I screenshot that as I was placing the bridge, not after I placed the bridge: [wink]
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/ace5a36a.jpg[/IMG]
height otherwise I wouldn't have needed to dig a li'l in that plateau cliff-edge...
Posted by: Decrosse - Wednesday, May 11, 2011 7:01:51 PM
well aside from the dam's upper water area having holes in the water, either way that don't matter much planning to use dam for cutscene anyhow...
so map is about ready for it's cutscene scripting now... (there will be more than 2 cutscene; not sure how many... will see; not a lot though)
this map is more meant for Cooperative/Ally play than Competitive/Rival Enemy play...
yeah so where to find how to spawn buildings/units depending on player faction chosen? partly required for the intro cutscene itself, so I'll give some details for the cutscene... (course I'd like these units to have color and not be plain white-blank)
I know this map will require quite a bit (or a lot) of work, but it is ready... for the scripting work... I dunno about camera movements in scripting, I can upload the most up-to-date map if one wants to fiddle with the scripting+camera movement...
here goes:
Cutscene 1: Intro
Start (after both players loaded): Similar to campaign with jets (3? would like America) attempting mission to whatever a but get shot down by patriot missiles (doesn't belong to skirmish players; will belong to another A.I.; more on that later)
Then: Shows a train crossing a bridge as "camera" pans to city and some cars on road (may need zooming in)
Cars: pretty much think of it like a "street race", I have an Ambulance nearby etc... so is planned for a few close-calls but also crashes (if needed then can use GLA Bomb Trucks disguised as these cars to get explosion on crash)
At least until reaches , slows a bit - before that car does it's 'job', this point itself is similar to another campaign cutscene; some GLA Units surrounded by America Units... after audio (if possible to add same speech-audio; either cut or delay the (GLA?) laugh) there's pause as car mentioned above (bomb car) crashes into a tank or two; shortly after:
Overlord tank rolls onto scene, there's a momentary pause then Overlord tank suddenly fires at both factions' units...
Skip to another area after ; this area has a bit going on like when you start up either Generals or Zero Hour when get to main menu but before moving the mouse...
End Cutscene after particle cannon beam hits two premade-bases (dependant upon player chosen-faction; most the base need to survive for later but damaged...) even after cutscene here (before the particle beam); would like the "leftover" few units to continue for a bit... so while player is building bases those units still fighting...
but would like some way so either player can't mess with bases up on cliffs 'til specific time/point; see below...
---------------
okay: so I have an Area where this A.I., mentioned the A.I. above, let's call it Cab for now...
So Cab has his own base, needs bunch of scripts, would like "Cab" to build units/etc depending on something like 'if specific structure destroyed'
the Dam would fall under there, say Cab's two Gattling Guns + Bunks get destoryed or specific building get captured by either player, it cutscenes to yet another one similar to campaign with units destroying Dam... only difference is I'd like for most of the map to get flooded; with wave... as cutscene ending have Chinooks deliver units at damaged bases so player gets that bases' structures so both players are still in-game...
flodded map I'd like train to be safe, at least until again then cutscenes for illusion train falling in water off broken bridge...
boats come later so players have other ways to get to Cab's base...
===========
any way to "hide" the counters for Cab's superweapons
and how to keep the "fog" covering most?
yea before dam-flood cutscene happen would like cutscene for a convoy, which only trigger after eiither player has ; players must defend convoy from multiple threats (various; such as Angry Mobs spawning from stadium, China Units) until it reaches bases... no these units aren't being transferred to player, they'll just sit in base and maybe help defend base 'til specific then they become enemy (similar to Overlord tank above); cutscene not necessary here but a small one could do...
===================
yeah long post but thanks to those who help. [smile]
umm... dunno if it's possible to reserve colors but if so would like Cyan and Red reserved (Cab's convoy really; his colors... dunno if color change possible but even illusion of color change would do)
umm need to figure out how to make some units capture-able... and maybe buildings garrison-able...
hmm any way to make a specific building require only one specific infantry unit to "spawn" a vehicle dependent on faction, course player loses that infantry unit...
---------------
umm... would like to disable plays from building specific units (Jermel Kell, etc. Cab would have them instead... though once those units' jobs are done no more spawning them) and superweapons...
though once is capture by either player both players gain "sciences" (other factions' general promotion powers, haven't decided which but will get there...)... then if another building get captured have it enable superweapons buildable for players... both those 2 buildings, and a third; needs to stay until near-end of game cutscene...
(Buildings: CLab and CResearch are needed captureable, so need cutscene like after both players' superweapons have been built, then... well... I do know I would like to use specific audio from the other C&C games, not sure about getting those...
Near-End Game Cutscene I'll tell more about later after I figure out what I really want to happen - do know I'd like "Cab" to have access to most if not all "Command Powers"
Posted by: i^love^mixery - Thursday, May 12, 2011 6:05:02 PM
uhm yea fine but why are you posting this?
you want somebody to script THAT for you? oO
dont get me wrong.. i will gladly help you with any questions but i wont script something that complicated for that kind of a map.. ever.
again: dont get me wrong but on first sight i can tell you that your map is not worth the work. my first maps didnt look any different but i didnt try to find people who script high quality intros for my ugly test maps[skull]
Posted by: Decrosse - Thursday, May 12, 2011 8:48:24 PM
I can do the scripting, I just might need 'steps' help to get them working right...
if I don't give details on anything than how can one really help?
I find this scripting actually pretty simple, which I like. maybe it not worth it to you but is for me (would rather I do it) and I don't want anyone to do it for me just looking for a little help...
like I've put my train on the map but currently there is no script for it or any vehicles.... need train to move with traincars following, traffic, boats... this I think I can do myself, its more just the cutscenes I need a li'l help with and "Cab's" base... but cutscenes first...
EDIT: depending on stuff I may upload it for sharing, but for now this map is more made for just myself and another. besides I'm having fun, and I'm not going to quit 'til done; else all that would have been for nothing...
Posted by: Decrosse - Thursday, May 12, 2011 10:21:19 PM
well we can ignore any bits requiring train and bridge, decided to do it a li'l different since couldn't get bridges look right...
and we don't need to do the above all at once, cut it into pieces...
I have need of other scripts not belonging to cutscenes but would like some cutscenes, those don't happen all at once either...
if simpler: when start game how to make it go cutscene? with the cars/traffic... I know waypoints are required for to follow , well I recently watched Zero Hour's intro movie and at end there they have a humvee crash into a tankertruck's "trailer"... I know scripts/waypoints are needed for similar thing....
Posted by: i^love^mixery - Friday, May 13, 2011 6:09:22 AM
ask me any questions and i will answer them but please make it short[grin]
[quote=Decrosse]when start game how to make it go cutscene?[/quote]
you have basically no idea on how you make a cutscene?
well.. its pretty simple.
1. you enter letterbox mode (Camera -> Letterbox -> Begin)
2. you disable mouse and keyboard input (User -> Input -> Disable)
3. you reveal the entire map (Map -> Shroud or Reveal -> Reveal the entire map permanently for a player -> put in the name 'player0', copy the line, put in 'player1', repeat that until you have 'player0' up to 'player7' (speak: 8 lines of code)
4. you order the camera around, adjust the angle and zoom (entire Camera folder: just search for what you need. for example: move camera to waypoint, rotate, follow unit)
5. you create timers for the different actions in your intro (Scripting -> Timer -> Seconds countdown timer -- set)
6. you show some military briefings (Scripting -> Briefing -> Show) and you order the units and stuff around (entire Unit folder: search for what you need), put in the desired condition (for example timer, on unit destroyed etc.)
7. you shroud the entire map again (See 3, just now use Shroud instead of Reveal)
8. you enable mouse and keyboard input again (See 2.)
9. you disbale letterbox mode again (See 1.)
10. you might move camera to the desired position for the start of the game
hope this was basically what you wanted..
Posted by: Decrosse - Friday, May 13, 2011 9:41:17 AM
[quote=i^love^mixery]ask me any questions and i will answer them but please make it short[grin]
[/quote]
no problem, the longer post be more for others if they wish...
I'm still new enough to Worldbuilder, and even for starting cutscene I need premade base to spawn dependent on faction chosen.
for example:
player(host) - GLA
player ------- America
but maybe next game I'll play as China, or maybe we will be the same...
I have many my 'units' (buildings, vehicles, etc) named for the scripting bit...
---------
so, for start cutscene how can I get America Raptors (Jets) to be flying attempting target/mission, should I put the jets off-map on border or? - I do know some waypoints may be required, but so is scripting...
maybe as/after jets fail mission camera skip (maybe a little fade to black or something) to specific area, I already have my cars placed and named but... well, don't know if they'll have explosion like GLA's Bomb Trucks; if not then I'd like to use GLA's Bomb Trucks but disguised as these cars..
it would still be in cutscene here, most cars in cutscene be gone by one way or another except for 2, then when specific "bomb car" reaches specific point it slows & crashes into America tanks (we can deal with audio/briefing later, just would like to get the actual cutscene bit working), then that little bit with Overlord tank, then cutscene ends after both pre-made bases been particle cannoned...
(need map to still be shrouded, and need most of Cab's superweapons to be shrouded; anyway to hide that countdown just for those?, and need some way for players can't mess with the bases on the plateaus until right time... such as like capturing a building or destroying it before the right time...)
Posted by: Decrosse - Friday, May 13, 2011 12:34:06 PM
Okay I think I found the "if player is faction" etc script...
feel free to answer any questions anyways, I may or may not have found the answer by then. [smile]
Posted by: i^love^mixery - Saturday, May 14, 2011 12:50:45 AM
why do you want to know which faction the host or the other players are? just for the cutscene objects?
Posted by: Decrosse - Saturday, May 14, 2011 8:27:57 AM
[quote=i^love^mixery]why do you want to know which faction the host or the other players are? just for the cutscene objects?[/quote]
partly, but also destroyed base is needed left-over even after cutscene; for a li'l later on into the game... but would like some way so both players can't mess with the damaged bases too earlier on (not supposed to get those 'til after map-flood)
Posted by: Decrosse - Saturday, May 14, 2011 1:23:43 PM
having small problem with my Dam... fiddling with the script, I followed the tutorial best I could but there may have been a part I didn't get or something...
hmm...
Posted by: Decrosse - Saturday, May 14, 2011 5:38:02 PM
how do teams work? I think I might require that for some of this?
Can't get my "If Player" etc scripts working... could someone help with actual script?
--
I have Player_1_Start waypoint at south of map; Player_2_Start waypoint is temporarily a bit north from Player 1's...
I have waypoint for spawning whats needed; example Player 2's waypoint for Command Center is named SpawnCommandCenter, whereas Player 1 has Play added infront so: PlaySpawnCommandCenter...
for now lets just start with the basic factions; USA (America), China, & GLA...
-----
Also it seems some of my "if is destroyed, then spawn money crate at waypoint" scripts aren't working; such as during testing when building is just destroyed either nothing spawn or game crashes giving the common "serious error"
well, off to test some more... also need to test my Dam which has been giving me a bit of trouble...
EDIT: yeah can't get Dam working right either... would like to get this map finished soon...
Posted by: Decrosse - Sunday, May 15, 2011 5:07:20 PM
fixed my "serious error" but script still isn't spawning crates or if it is its spawning them underground, hmm...
and I still need help with the dam & the "if player" scripts................
Posted by: Drummin - Sunday, May 15, 2011 7:01:49 PM
You really should post exact questions with example of scripts, otherwise people can't help you.
Posted by: Decrosse - Sunday, May 15, 2011 7:20:05 PM
[quote=Drummin]You really should post exact questions with example of scripts, otherwise people can't help you.[/quote]
thanks for posting... and that tip.[smile]
um first thing is how can I get "if player" script working, like say
"If Player(Host) is faction America then spawn AmericaBarracks at waypoint PlaySpawnBarracks"
or maybe I might be GLA or China...
there will be a second player and script is required for both... one game we could both even be same faction...
--
I know where to find the "if player", just not sure about typing in or what... drop down has that , , and
this is more for just the intro cutscene, but I do need those bases sticking around after
deleted those "if player" scripts, map seems to be alright otherwise...
my map... think of it as a mission that requires two generals/(human)players...
---------------
secondly, my scripts for spawning money crate at waypoint after building destroyed:
[code]*** IF ***
True.
*AND* Unit 'build1' has been destroyed.
*** THEN ***
Spawn unit of type '1500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint 'build1cash'
*** ELSE ***
Null operation. (Does nothing.)[/code]
I've also noticed the repair wrench popup on civilian building during testing...
EDIT: some weird reason there was a bad/broke script in my scripts though script code was fine; either way I deleted that one renamed that building and remade it's script... I like that Worldbuilder puts "?" or "X" on scripts if there's a problem...
Posted by: Decrosse - Sunday, May 15, 2011 8:57:07 PM
[code]*** IF ***
True.
*AND* Unit 'build1' has been destroyed.
*** THEN ***
Spawn unit of type '1500DollarCrate' on Team 'teamPlyrCivilian' at waypoint Waypoint 'build1cash'
*** ELSE ***
Null operation. (Does nothing.)
[/code]
nope still not working? and earlier while previous testings I have moved the waypoints a bit so the crate don't get stuck in the leftover rubble...
weird...
anyways...
my Dam is like this; what needs to be changed to what for it to work right?
[code]*** IF ***
True.
*AND* Unit 'Dam' Health IS Less Than or Equal 5 percent.
*** THEN ***
Unit 'Dam'is dealt a lethal amount of damage.
*** ELSE ***
Null operation. (Does nothing.)
[/code]
[code]*** IF ***
True.
*AND* Unit 'Dam' has been destroyed.
*** THEN ***
area 'UpperDamWater' changes altitude to 5.00 in 5.00 seconds doing 0.00 dam_/sec.
area 'LowerDamWater' changes altitude to 75.00 in 5.00 seconds doing 4.00 dam_/sec.
*** ELSE ***
Null operation. (Does nothing.)[/code]
Posted by: i^love^mixery - Sunday, May 15, 2011 10:48:27 PM
[quote=Decrosse]
[code]*** IF ***
True.
*AND* Unit 'Dam' has been destroyed.
[/code][/quote]
delete the "True" so that it only says:
[code]*** IF ***
Unit 'Dam' has been destroyed.
[/code]
the thing with the base building spawn:
you were confused by the player names. you have to use the names "player0" - "player7" for that.
"player0" is the host of the game,
"player1" is the player in the 2. slot of the game
"player2" is the player in the 3. slot of the game
"player3" is the player in the 4. slot of the game
"player4" is the player in the 5. slot of the game
"player5" is the player in the 6. slot of the game
"player6" is the player in the 7. slot of the game
"player7" is the player in the 8. slot of the game
but you cant directly spawn buildings for that players. you have to spawn them for player PlyrCivilian and then you have to transfer them to the player which the base belongs to.
as you can see this is not easy to scripta and you need really many scripts for that.
Posted by: Decrosse - Monday, May 16, 2011 9:55:49 AM
[quote=i^love^mixery][quote=Decrosse]
[code]*** IF ***
True.
*AND* Unit 'Dam' has been destroyed.
[/code][/quote]
delete the "True" so that it only says:
[code]*** IF ***
Unit 'Dam' has been destroyed.
[/code]
the thing with the base building spawn:
you were confused by the player names. you have to use the names "player0" - "player7" for that.
"player0" is the host of the game,
"player1" is the player in the 2. slot of the game
"player2" is the player in the 3. slot of the game
"player3" is the player in the 4. slot of the game
"player4" is the player in the 5. slot of the game
"player5" is the player in the 6. slot of the game
"player6" is the player in the 7. slot of the game
"player7" is the player in the 8. slot of the game
but you cant directly spawn buildings for that players. you have to spawn them for player PlyrCivilian and then you have to transfer them to the player which the base belongs to.
as you can see this is not easy to scripta and you need really many scripts for that.[/quote]
thanks, though I only really need the flooding part to work as the dam itself is for a cutscene, but not right away... so that script itself may need another editing
there are only 2-players here just so you know...
thing is, once building spawned I don't want it to transfer to human player - maybe a temporary AI player? for cutscene, and need buildings to stay afterwards (& temp AI not doing anything, just waiting); maybe temp AI ally so Human-player can't go and capture building too early - transfer of those buildings to players comes later in dam-flood cutscene
Posted by: Decrosse - Monday, May 16, 2011 11:08:04 AM
I think I've tried that dam just about all ways, not sure why it not working...
can deal with it later, I'd like the "if player" scripts working and temp AI allies for cutscene...[smile] (I don't have scripts here; how can I make them temporary AI allies?)
also; why my water have hole(s) in it? [stuck_out_tongue] (shows in Worldbuilder too)
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/af0aab03.jpg[/IMG]
Posted by: Decrosse - Monday, May 16, 2011 11:43:17 AM
[code]*** IF ***
True.
*AND* [???] Player 'Player0' is Faction Name: America
*** THEN ***
Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
*** ELSE ***
Null operation. (Does nothing.)[/code]
I've that thus far, not using the start points there. if I need script for start point for this, okay...?
I'll probably be adding "transfer to so-n-so" once figure out how to make temporary AI player(s)...
Posted by: Drummin - Monday, May 16, 2011 5:33:09 PM
Get rid of IF TRUE as was already pointed out and The False action. Add player name in lower case.
[code]*** IF ***
[???] Player 'player0' is Faction Name: America
*** THEN ***
Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
[/code]
Posted by: Decrosse - Monday, May 16, 2011 6:00:30 PM
[quote=Drummin]Get rid of IF TRUE as was already pointed out and The False action. Add player name in lower case.
[code]*** IF ***
[???] Player 'player0' is Faction Name: America
*** THEN ***
Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
[/code][/quote]
thing is, at one point in game though not right away; I'd like for Base A to be transferred to Player0, & Base B to Player1
still don't want human players to have control of either base until that point...
so I was thinking about using AI Allies but there is only meant to be two starting positions, so how should I go about that? (perfectly fine if they just sit there after cutscene plays not building - don't want them to repair their buildings; need to make that cutscene but would like to get these guys done first... also they need their colors...)
trigger area? waypoints? named structures/units? dunno if "teams" may be needed; how does the teams (Edit Teams button) stuff work?
this look okay? still playing around with my maps stuff and scripting, but...
[code]*** IF ***
[???] Player 'Player0' starting position is 1 .
*AND* [???] Player 'Player0' is Faction Name: America
*** THEN ***
Spawn unit of type 'AmericaBarracks' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnBarracks'
Spawn unit of type 'AmericaCommandCenter' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnCommandCenter'
Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower1'
Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower2'
Spawn unit of type 'AmericaPowerPlant' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnPower3'
Spawn unit of type 'AmericaWarFactory' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlaySpawnWarfactory'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense1'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense2'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense3'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense4'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense5'
Spawn unit of type 'AmericaPatriotBattery' on Team 'teamPlyrCivilian' at waypoint Waypoint 'PlayDefense6'
[/code]
Posted by: Decrosse - Monday, May 16, 2011 6:29:55 PM
[quote=Drummin] Add player name in lower case.
[/quote]
even with script just for Player0, when I had it lowercase map would crash on trying to test, like loading bar show but as soon as that get full it crash giving that "Serious Error" message... Upper case P don't crash my game...
Posted by: Drummin - Monday, May 16, 2011 6:34:58 PM
The only why I know of is to NOT have this a skirmish map and add those start positions for the two extra players. You would need to purposely add scripts to an AI folder so the default scripts won't load. I would spawn their buildings to plyrcivilian and make the transfer to the AI player. Make a script to detect and delete their command center and respawn the appropriate command for each base. These bases won't build and you would need to script any action for your cutscene. AT the point where you want to transfer these bases to the human player you should be able to transfer all assets of playerx to playerx. These players would need to be determined beforehand of course.
Lower case is based on what is talked about [url=http://www.cnclabs.com/forums/default.aspx?g=posts&t=5045]here[/url] as it relates to rooms. This does not mean you have players called Player1 etc.
Posted by: Decrosse - Monday, May 16, 2011 6:41:02 PM
[quote=Drummin]The only why I know of is to NOT have this a skirmish map and add those start positions for the two extra players. You would need to purposely add scripts to an AI folder so the default scripts won't load. I would spawn their buildings to plyrcivilian and make the transfer to the AI player. Make a script to detect and delete their command center and respawn the appropriate command for each base. These bases won't build and you would need to script any action for your cutscene. AT the point where you want to transfer these bases to the human player you should be able to transfer all assets of playerx to playerx. These players would need to be determined beforehand of course.[/quote]
err sorry, put two extra start spots? hmm.... wonder if there is another way so not need 4 start spots...
EDIT: trying to figure out things... well map is still for 2-players human allies, and kinda mission... so not really skirmish...
EDIT 2: not like skirmish AI is building anyways; not enough space but other spots probably will... so what script exactly should I put in AI folder so they don't build/repair?
Posted by: Drummin - Monday, May 16, 2011 7:16:42 PM
You can try adding two custom players to the player list and spawn to that faction directly or do the transfer as already talked about. I have a feeling though that as they are not playing the buildings will be white.
Posted by: Decrosse - Monday, May 16, 2011 7:38:05 PM
[quote=Drummin]You can try adding two custom players to the player list and spawn to that faction directly or do the transfer as already talked about. I have a feeling though that as they are not playing the buildings will be white. [/quote]
white be fine for now for test, there is just one out of 3 that needs color... hmm... well lets see before the color stuff...
seems it has player limit, not that that matters as map is only more meant for the basic 3 factions: USA, China, GLA... not the generals...
Posted by: Decrosse - Monday, May 16, 2011 9:14:41 PM
will do more testing later...
is it possible something could be conflicting with something my map?
as last network test "player1" told me later but when we were testing map then that it wouldn't let him build china powerplant... my end, USA seemed fine though...
guess we might just need to use the extra start locations, hmm... it just don't want AI in wrong spot or human players not where they're supposed to be...
Posted by: Decrosse - Tuesday, May 17, 2011 8:57:51 AM
alright deleted them if player scripts, put a third start position...
[code]
*** IF ***
[???] Player 'player1' starting position is 3 .
*** THEN ***
[???]All of Player 'player1''s buildings and units are dealt a lethal amount of damage.
[/code]
thinking about that code...
does skirmish AI use that 'player#' or some other name/room?
and what script should I put on purpose in AI folders so they don't build/repair? everything else will be scripted...
Posted by: Drummin - Tuesday, May 17, 2011 10:23:29 AM
Yes AI players use room scripting as it is talking about the order of players shown in the gaming room when you a setting up the game, selecting factions, start locations etc. You are always 'player0' the next player down the list is 'player1' etc.
Messing up the player list or adding any script to a faction folder should prevent AI scripts from loading.
Think about AOD maps. They always place the "Bot" player and spawn units for this player. I think your best approach is going to be adding the two "Bot" players as I mentioned above. You can always add the scripts for these "bot" players in their faction folder thus preventing default scripts from loading.
Posted by: Decrosse - Tuesday, May 17, 2011 10:59:58 AM
dunno anything about those AOD maps...
either way; decided to not use extra player & just place structures; named them... I guess for cutscene we can temporarily transfer it to 'player0' & others to 'player1' than back to blank white; will have to capture the command center but that should be no problem...
anyways, been testing my map it doesn't crash now during skirmish...
any way I can get that AI to use all types command centers? the transfer named unit to player script is partly working... (i've ticked the "Unsellable" on the structures... hmm)
also I get "MISSING:'GUI:SpecialAbilityChangeBattlePlans':0:00"
and "MISSING: 'GUI:SuperweaponCIAIntelligence'"
so how can I fix these things for all factions for that AI?
EDIT: while we're at it; how can I make it so specific players can't build superweapons at least until specific is captured
and how to make specific units not buildable?
Posted by: Drummin - Tuesday, May 17, 2011 11:40:17 AM
[quote]any way I can get that AI to use all types command centers? the transfer named unit to player script is partly working... (i've ticked the "Unsellable" on the structures... hmm)[/quote]Yes transferring shouldn't be a problem and making the map so it doesn't load default scripts should solve any AI selling building issues.
[quote]also I get "MISSING:'GUI:SpecialAbilityChangeBattlePlans':0:00"
and "MISSING: 'GUI:SuperweaponCIAIntelligence'"
so how can I fix these things for all factions for that AI?[/quote]
For named units you should be able to hide the countdown with the script found under "Unit/Special Power".
For others you can use the general hide script found under "Scripting".
[quote]EDIT: while we're at it; how can I make it so specific players can't build superweapons at least until specific is captured
and how to make specific units not buildable?[/quote]
This is done by modifying the tech tree, making buildings or units buildable or not. Map/Modify
Posted by: Decrosse - Tuesday, May 17, 2011 12:26:21 PM
posting here just incase...
whats the 'missing' for?
also any way I can give AI full access & them using the command avilities? (all; even if not right faction.)
--------
how does these look? thanks for the help [smile]
[code]*** IF ***
[???] Unit 'cresearch' is owned by Player 'player2'
*** THEN ***
'AmericaParticleCannonUplink' becomes Buildable (Only_By_AI)
'ChinaNuclearMissileLauncher' becomes Buildable (Only_By_AI)
'GLAScudStorm' becomes Buildable (Only_By_AI)
*** ELSE ***
'AmericaParticleCannonUplink' becomes Buildable (Yes)
'ChinaNuclearMissileLauncher' becomes Buildable (Yes)
'GLAScudStorm' becomes Buildable (Yes)
[/code]
-
[code]*** IF ***
[???] Player 'player0' starting position is 1 .
*** OR ***
[???] Player 'player1' starting position is 2 .
*** OR ***
[???] Player 'player1' starting position is 1 .
*** OR ***
[???] Player 'player0' starting position is 2 .
*** THEN ***
'AmericaJetA10Thunderbolt' becomes Buildable (No)
'AmericaJetAurora' becomes Buildable (No)
'AmericaTankPaladin' becomes Buildable (No)
'AmericaInfantryColonelBurton' becomes Buildable (Only_By_AI)
'AmericaVehicleTomahawk' becomes Buildable (No)
'ChinaArtilleryCannon' becomes Buildable (No)
'ChinaTankOverlord' becomes Buildable (No)
'ChinaVehicleNukeLauncher' becomes Buildable (No)
'ChinaInfantryBlackLotus' becomes Buildable (Only_By_AI)
'GLAInfantryJarmenKell' becomes Buildable (Only_By_AI)
'GLAInfantryTerrorist' becomes Buildable (No)
'GLAVehicleBombTruck' becomes Buildable (No)
'GLAVehicleScudLauncher' becomes Buildable (No)
[/code]
Posted by: Decrosse - Tuesday, May 17, 2011 5:35:52 PM
[quote=i^love^mixery]
1. you enter letterbox mode (Camera -> Letterbox -> Begin)
2. you disable mouse and keyboard input (User -> Input -> Disable)
3. you reveal the entire map (Map -> Shroud or Reveal -> Reveal the entire map permanently for a player -> put in the name 'player0', copy the line, put in 'player1', repeat that until you have 'player0' up to 'player7' (speak: 8 lines of code)
4. you order the camera around, adjust the angle and zoom (entire Camera folder: just search for what you need. for example: move camera to waypoint, rotate, follow unit)
5. you create timers for the different actions in your intro (Scripting -> Timer -> Seconds countdown timer -- set)
6. you show some military briefings (Scripting -> Briefing -> Show) and you order the units and stuff around (entire Unit folder: search for what you need), put in the desired condition (for example timer, on unit destroyed etc.)
7. you shroud the entire map again (See 3, just now use Shroud instead of Reveal)
8. you enable mouse and keyboard input again (See 2.)
9. you disbale letterbox mode again (See 1.)
10. you might move camera to the desired position for the start of the game
hope this was basically what you wanted..[/quote]
hmm... I made waypoint paths but... nothing comes up under waypoint paths?
ahh... when/where (is script) should I place timers & how long?
hmm... I know this not completed; what I'd like is jets "bolt1" and "bolt2" to follow waypoint path (start waypoint be 'Waypoint 343') but when get close to target get shot down by some PatriotBatteries & GattlingGuns...
then skips to road with cars on it, again no waypoint path showing up so need them to follow but some points have crashes...
[code]*** IF ***
[???] Player 'player0' starting position is 1 .
*** OR ***
[???] Player 'player0' starting position is 2 .
*** OR ***
[???] Player 'player1' starting position is 1 .
*** OR ***
[???] Player 'player1' starting position is 2 .
*** THEN ***
Start letterbox mode (hide UI, add border).
Disable mouse and keyboard input.
[???]The world is revealed for Player 'player0'.
[???]The world is revealed for Player 'player1'.
[???]The world is revealed for Player 'player2'.
[???]The world is revealed for Player 'player3'.
[???]The world is revealed for Player 'player4'.
[???]The world is revealed for Player 'player5'.
[???]The world is revealed for Player 'player6'.
[???]The world is revealed for Player 'player7'.
[???]Move camera to Waypoint 'Waypoint 343' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
[???] Unit '???' follows waypoints, beginning at Waypoint Path '???'[/code]
if one wouldn't mind fixing/doing rest of cutscene for me let me know...
Posted by: Decrosse - Wednesday, May 18, 2011 9:30:48 AM
fixed that... how to create timers/counters? ...
Posted by: Drummin - Wednesday, May 18, 2011 2:13:00 PM
Make sure when "labeling Pathways" that you are putting the path name in the "Waypoint Path Labels" text boxes.
Both counters and timers are found under scripting. You should have been able to find those on your own as the script editor loads inside the scripting category. In any case, "Seconds Countdown Timer Set" is probably what you will need. Just name the timer and add time delay.
You can also use a counter that could control ALL scripts in the game instead of making timers for each script. Create the following scripts in the "PlyrCivilian" folder. This is done by first setting your counter to zero like this.
Script Name: SetCounter [ns A D]
[code]*** IF ***
True.
*** THEN ***
Set 'Time' to 0
Enable Script 'StartTime'[/code]
Notice I have the script above activate the counter script below and the settings set it to re-evaluate every second.
Script Name: StartTime [ns na D]
[code]
*** IF ***
True.
*** THEN ***
Add 1 to counter 'Time'[/code]
This will add "one" to the counter called "Time" each time this script is re-evaluated.
You can then use this counter to trigger any script.
[code]***IF***
Counter 'Time' IS Greater Than 5
***THEN***
Do Something[/code]
Posted by: Decrosse - Wednesday, May 18, 2011 3:10:16 PM
mmm thanks... just some my waypoint pathways 'fork', how to get specific unit to follow fork path where others follow normal?
also, not sure about using just single waypoint(s) or the waypoint path if say I'd like 'car1' to crash into 'truck1' trailer (semi-truck; tanker trucks); other truck 'truck2' to crash into building 'tower' and 'tower' topples ('copr2', etc crash into toppled tower)
here's a pic; this is default angle... look for yellow arrow for tower direction. and the two trucks...
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/8da44bda.jpg[/IMG]
eh, I need to fix my waypoint paths I made a mistake anyways...
hmm next things...
part of intro cutscene; which battleship actually fires? also, which train parts/cars/engine should I use? (would like to use train bridge but either it's up too high or in the ground); next when start Zero Hour at main menu the background is playing battleship shooting at gla coming out of sneak attack tunnel; I see some the sand/dirt 'flying' as well... (similar with Generals, just not on a shore & in city... would like some of that & some left over after cutscene...
now since there's two players how to get camera to go to right places when cutscene ends?
next scripting after this is non-cutscene... at least until the next cutscene...
also, whenever flood happen is likely to take out player bases but would like game to know that is not end of game; end of game comes later...
Posted by: i^love^mixery - Wednesday, May 18, 2011 7:21:18 PM
decrosse.. stop posting useless information. make it short, keep it simple or i wont bother answering anymore.
[quote]
mmm thanks... just some my waypoint pathways 'fork', how to get specific unit to follow fork path where others follow normal?[/quote]
you need to use teams for this. without teams this is not possible because the command line
[code][???]Have Team '???' move in panic along Waypoint Path '???'[/code]
is only available for teams and not for single units. before you ask: teams only work if you have at least 1 AI player in your map. they wont work for civilian or human players and you have to use the PANIC command in order to get the units split up at forks.
[quote]
also, not sure about using just single waypoint(s) or the waypoint path if say I'd like 'car1' to crash into 'truck1' trailer (semi-truck; tanker trucks); other truck 'truck2' to crash into building 'tower' and 'tower' topples ('copr2', etc crash into toppled tower)[/quote]
i have no idea what the question was.
[quote]
here's a pic; this is default angle... look for yellow arrow for tower direction. and the two trucks...[/quote]
wat
[quote]
eh, I need to fix my waypoint paths I made a mistake anyways...
hmm next things...[/quote]
thanks for wasting another 10 seconds of my life.
[quote]
part of intro cutscene; which battleship actually fires?[/quote]
stop bothering us and test it yourself
[quote]
also, which train parts/cars/engine should I use?[/quote]
use TrainEngine, parts/cars will be added automatically. the train will follow the nearest waypoint path automatically without orders. if you try to script the movements for the train the game will crash.
[quote]
(would like to use train bridge but either it's up too high or in the ground);[/quote]
what about changing its height then? oh jesus..
[quote]
next when start Zero Hour at main menu the background is playing battleship shooting at gla coming out of sneak attack tunnel; I see some the sand/dirt 'flying' as well... (similar with Generals, just not on a shore & in city... would like some of that & some left over after cutscene...[/quote]
what about checking it in the shellmap by yourself then?
[quote]
now since there's two players how to get camera to go to right places when cutscene ends?
[/quote]
this one is quite tricky. you need 2 scripts for this and they will look this:
[code]
*** IF ***
Player '' starting position is 1 .
*** THEN ***
[???]Move camera to Waypoint 'Player_1_Start' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
[/code]
[code]
*** IF ***
Player '' starting position is 2 .
*** THEN ***
[???]Move camera to Waypoint 'Player_2_Start' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
[/code]
using the "" thing in any other way will most likely cause a missmatch so simply dont use it unless you know what you are doing.
[quote]
next scripting after this is non-cutscene... at least until the next cutscene...
[/quote]
wat
[quote]
also, whenever flood happen is likely to take out player bases but would like game to know that is not end of game; end of game comes later...[/quote]
if you take out the base with a flood wave then the players will lose, thats logical?
you can however spawn a temporary building for human player in safe zone during intro. cant you come up with that by yourself?
Posted by: Decrosse - Wednesday, May 18, 2011 8:38:41 PM
useless? well here's next:
not... I rather find 'stop posting useless information' and 'thanks for wasting 10secs of my life' useless, those two things don't help with worldbuilder... any.[confused]
I came to here for some help, not my fault I don't automatically KNOW WORLDBUILDER... I didn't make it.[unamused] (never worked on Worldbuilder before, so...)
how to look in shellmap? (I don't always have the right tools either; again not my fault I don't know what/which tool is correct)
[quote=i^love^mixery]stop bothering us and test it yourself[/quote]
and currently I can't test them battleships 'til ALL scripting is done, 'cause of placeholder scripts in AI script folders (to keep them from building)... game crashes with the error 'Serious Error' if I try... [disappointed]
I WOULD use forum search but the answers are usually old (cut-off dates) so that doesn't pick them up.:ashamed:
[quote=i^love^mixery]what about changing its height then? oh jesus..[/quote]
and how do you change height of train bridge that is not under objects? [question] I didn't see a height spot on the property window... (also I tried that on an object train bridge (& special-effects-train-object, both places) and for whatever reason that did not work it stayed in the ground & yes I tried higher height/moved mouse after inputting number, did not click to place due to that, other objects are perfectly fine though...)
[quote=i^love^mixery]use TrainEngine, parts/cars will be added automatically.[/quote]
maybe I don't want the parts/cars to be added automatically because there could be wrong traincar in wrong spot for my map... any [i]other[/i] train parts that will work?
--------------
SORRY THIS CAN NOT BE SHORTER, if you don't like it well nothing I can do about that... (sorry if you don't quite understand me then) [open_mouth] I TRY to make it sectioned...
well how do I know which dirrection to set 'tower' to topple? I don't always get the number/name/whatever it(whatever the script option) asks for (I know it's in the scripting section)... [skull]
[code]Unit 'tower' will topple towards (0.00,0.00,0.00) if destroyed.[/code]
maybe I want it to topple south-west and not north-east, I don't always see the place it shows the numbers (or maybe it doesn't show 'em... not my fault I'm still NEW to worldbuilder)
I found it now, that could HAVE been answered simply...
(hey I'm wasting way more time being on HERE, looking for help/answers and working on my Worldbuilder map AS well... 10sec is nothing compared to 5-10hours...)
--
yes I do have ONE AI in my map, and thanks for answering a simple question i^love^mixery in all of that...[+1] [smile] don't need teams then...
[quote=i^love^mixery]wat[/quote]
well, I don't exactly want to drive through or like they aren't even there...
If you're just going to tell me to test it myself then don't bother replying...[-1] and no one needs to reply to everything in my posts...[wink]
Posted by: Decrosse - Wednesday, May 18, 2011 9:24:32 PM
here's a shorter; but definitely not shortest post:
[quote=i^love^mixery]
if you take out the base with a flood wave then the players will lose, thats logical?
you can however spawn a temporary building for human player in safe zone during intro. cant you come up with that by yourself?[/quote]
well I was planning to have pre-placed bases (not spawned; already placed) in safe zones transfer to human players... guess I could transfer it during flood cutscene... any way to keep any players from capturing said bases' buildings too early?
and which slots are free on which buildings/structures in each faction?
Posted by: i^love^mixery - Thursday, May 19, 2011 8:19:25 AM
the problem is that you have no idea about the worldbuilder but yet you are trying to script a working intro and that my friend is simply impossible for a newbie.
you dont even know how to change object heights and now you want to script a cutscene with car crashes and all the stuff?
you ask us here what times you should use for your timers or how you should move around your trucks for the crash in cutscene. how should we know? we dont have your map, we dont know your idea of the intro, we dont know anything.
you should start with simple things and not with cutscenes. learn the basics of the worldbuilder first before you bother us with complicated questions because you will not even understand our answers.
i really dont know what to say. most of your questions dont make any sense, you seem to not think logically thats probably because you dont understand the worldbuilder yet.
im giving you one last advice: stop trying to build the intro and start with the simple things. read the official tutorial, look into official maps and see how they did their cutscenes.
this is the official worldbuilder tutorial:
http://www.cnclabs.com/downloads/downloader.aspx?fileid=124
with this tool you can extract official .big archives in your zero hour directory so can you load the official maps with worldbuilder:
http://www.cnclabs.com/downloads/details.aspx?id=240
Posted by: Decrosse - Thursday, May 19, 2011 11:17:35 AM
"guess" is a simple enough answer which is acceptable... and I'm sorry but this map requires a cutscene. which is NOT Impossible for someone new.
I already have "FinalBIG", I didn't ask anyone here how to extract audio from Generals/Zero Hour...
I also didn't know HOW to look into the official maps but I did not ask anyone here... I already found that answer a few days ago...
maybe I only ask how to raise height of something that does NOT have raise height area, to see if that is even POSSIBLE. MAYBE not for me but just Maybe another around somewhere has found out if it is...
I don't know what they have found out.
---------
I am trying to LEARN how to use Worldbuilder and how it works. Learning something new is a problem? huh... who knew...
...and those tutorials on cnclabs I'm sorry but they don't help me, yes I've already looked at many... ...and some parts aren't even there to look at in the first place.
forum & website...
although I can say the forum tutorials are a little more helpful. [+1]
Posted by: Drummin - Thursday, May 19, 2011 12:34:19 PM
Here's an old map I did many years ago that has a intro movie. Maybe you can get some ideas from it.
[url=http://www.cnclabs.com/downloads/zhmaps/badlands.zip]Badlands[/url]
Posted by: Decrosse - Thursday, May 19, 2011 1:21:48 PM
[quote=Drummin]Here's an old map I did many years ago that has a intro movie. Maybe you can get some ideas from it.
[url=http://www.cnclabs.com/downloads/zhmaps/badlands.zip]Badlands[/url][/quote]
thank you. I'll look at it in a bit later...[smile]
any other train that will work that doesn't automatically have cars attached?
Posted by: Drummin - Thursday, May 19, 2011 1:33:04 PM
Hey try them out. I always use train3 or engine3 whatever it is called but yes it has cars.
That [url=http://www.cnclabs.com/downloads/details.aspx?id=1207]Mission Impossible[/url] map I made also has an intro and better than the one on Badlands.
Posted by: i^love^mixery - Thursday, May 19, 2011 4:18:42 PM
[quote=Decrosse][color=darkred][b]how to look in shellmap?[/b][/color] ([color=green][b]I don't always have the right tools either[/b][/color]; again not my fault I don't know what/which tool is correct)[/quote][quote=Decrosse][color=green][b]I already have "FinalBIG"[/b][/color][/quote][quote=Decrosse]I also didn't know HOW to look into the official maps but [color=darkred][b]I did not ask anyone here[/b][/color]... I already found that answer a few days ago...
[/quote]
[question]
[quote=Decrosse]...and those tutorials on cnclabs I'm sorry but they don't help me,[/quote]
the tutorial i linked is not from cnclabs its the official tutorial made by EA. if that .pdf file doesnt help you then we cant help you either.
[quote=Decrosse]maybe I only ask how to raise height of something that does NOT have raise height area, to see if that is even POSSIBLE.[/quote]
what are you talking about? train bridges? you can change the height of any existing object.
Posted by: Decrosse - Thursday, May 19, 2011 4:27:28 PM
if one doesn't have "FinalBIG" then how to open .big files with it? Need to get it first...
anyways, shellmap? how to look at it?
Posted by: i^love^mixery - Saturday, May 21, 2011 5:21:56 AM
i thought you found that answer a few days ago?
Posted by: Decrosse - Tuesday, May 31, 2011 3:48:04 PM
sorry maybe I can get a little lost sometimes...
I have used FinalBIG just to extract audio/music/tracks, as for other bits in there, whichever .big file, not sure if I can look at them...
EDIT: and ZH/Generals maps but thats it...
searching...
Posted by: Decrosse - Thursday, June 2, 2011 2:29:16 PM
Alright... my cutscene kind of half works...
so first test the jet flew followed waypoint path just fine, problem was rest of script didn't trigger as jet went back to where it came from.
So I edited script for it to attack
Posted by: Drummin - Thursday, June 2, 2011 6:25:27 PM
I make no claim of fixing this intro. You'll find many scripts in WB don't work, one of them being if unit has reached end of path. I added detection areas at the end of a few paths to keep intro rolling. Looks like many adjustments still need to be made. [ATTACH]790[/Attach]
Posted by: i^love^mixery - Friday, June 3, 2011 1:31:59 PM
decrosse we cant fix your map out of nowhere. it takes hours because you have to know the scripts and the basic idea of the intro perfectly to find the bugs so you are pretty much the only one who can fix it.
btw do this for all units to hide this annoying countdowns.
Unit -> Special Power (first) -> Special power countdown timer -- hide.