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Forum Members: 18,576
Total Threads: 8,658
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DeeZire, Redemption
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| Map Authoring Any map making or authoring related topics for C&C or BFME games go here. |
03-28-2006, 03:39 PM
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#1 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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map help
hi I just registered, I suppose Im ok at map making so if you need any help just post here and I will try to help you, Im not awesomely good but Im ok, I am only familiar with generals worldbuilder.
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03-28-2006, 03:45 PM
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#2 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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I wrote this on another forum so thought I might aswell post it here- this is to add AI for generlas worldbuilder
Lets say this is for a 2-player map-one human and one computer.
You've got your map sorted and now want to add AI. First of all click the polygon tool(next to waypoint). Decide where the main point of your map is. Then make any shape around that area using the polygon tool (*note* do not drag just left click in various places). You should end up with a joined shaped all the way round e.g. Square(which is the easiest). Now name that area CombatZone (notice no space but capital letters for C and Z-important).
This is where it starts to get more complicated. Now you have already added your player start positions... right? If not do so now. Then if you used temp building size use that as a template but if you havent it doesnt matter. Anyway, go to player one's start position and once again use the polygon tool to draw a box(or whatever shape) around the start position. Once you have done that click the down arrow which then brings up a list and then name it outer perimeter 1. Then slightly on the inner side of outer perimeter1 draw another box and name that innerperimeter1. Now do the same for player 2 start except name the perimeters 2 because its player 2 start. If it was player 3 start it would be outer perimeter3 and inner perimeter 3, see the pattern?
Now you have you perimeters sorted. Now click the waypoint tool and DRAG this time FROM the CombatZone to the inside of the perimeters. lets say you dragged it into player 1 start position you would then name it ....1 (not 2,3,4,5,6,7 or 8)WAIT, STOP. Don't name it in the usual place you see in that extra window there is 3 boxes at the bottom, that is where you name the waypoint.(type it in the third from bottom box) Name it Center1(notice the capital letter again)and now drag 2 more lines from the CombatZone but label these Flank1 and Backdoor1 (it DOES NOT matter in which order you name the waypoint). Now do the exact same for player 2 start position but because this time its player 2 start position name the waypoints Center2, Flank2, Backdoor2 (if it was player 3 start you would name them Center3, Flank3, Backdoor3 and once again do you notice the pattern?)
You now have your perimeters and waypoints set up but there is still one more key thing. Click edit-->player list-->add skirmish players. You have now successfully added AI to your map.
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03-28-2006, 03:58 PM
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#3 (permalink)
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Guest
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don't worry a had to work allot in it rember so I'll help you out also where comrads :lol:
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03-28-2006, 04:00 PM
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#4 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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are you saying your working with worldbuilder a lot then thats great but this is a question and answer zone, back to topic.
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03-28-2006, 05:38 PM
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#5 (permalink)
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Guest
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Webby how about he work to gether to help everybody with there question..before you or I'm awnsering a question first pm each other and we wait for a reply ok  ....look what I made with
Coral Paint Shop Pro X:]
I had to upload it first
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03-28-2006, 05:40 PM
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#6 (permalink)
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Guest
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I see it doesn't work if some one wants to see it select the link below:
This is the picture, select this link!
This is what to do klik on the link and then on a nother page something will open and it says Jamie T vs Webby select that!
Wait then select save it will now safe then find the place where you safed it and look how good that is ***made by: Jamie T***
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03-29-2006, 01:31 PM
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#7 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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any QUESTIONS!!!!!!!!!!!!!!!!!!!!???????
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03-29-2006, 01:47 PM
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#8 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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HOW TO ADD A TRAIN
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Okay the obvious first step is to lay down your tracks
you have your tracks layed down and you decide you would like a train to follow,
click the waypoint tool, click at where you want the start position and drag and drag and keep dragging all the way around your traintrack, use like 3/4 waypoints at corners for a smooth turn. Okay now you have the waypoint layed you have a path for the train to follow, add a train but DO NOT add a _CINE train, add a train and place it outside the border, you do not need to do any scripting for the train so it will just automatically sort itself out at the start of game.
Okay lets add a station,
decide where you want the train to stop (the station) and click the waypoint, and at the end of its name type Station (note the capital 'S'), e.g. waypoint 1 Station.
You can also add a ping pong thing were the train moves back for a short while then carries on, just add Ping Pong to the end of the name ; note the capitals P's.
--------------------------------------------------------------------------
lets a tunnel/bridge
To add a tunnel bridge there most be no other waypoint between the start of the tunnel/bridge and the end of the tunnel/bridge ; so it is one straight arrow. the name of the waypoint before the tunnel/bridge should be waypoint # Tunnel (note the capital 'T', # = what number it is) and do the same for the waypoint after the train/tunnel.
This basicly tells the train to not change level on the terrain so it wont go under water or above hills.
Making a train garrisonable
------------------------------------------------------------------------------------
put this .INI file into your map folder,
Object TrainCar03
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 10000.0
InitialHealth = 10000.0
End
End
AddModule ModuleTag_03_Override
Behavior = GarrisonContain ModuleTag_03
ContainMax = 10
AllowInsideKindOf = INFANTRY VEHICLE
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 50%
MobileGarrison = Yes
End
End
End
Object TrainCab
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 10000.0
InitialHealth = 10000.0
End
End
AddModule ModuleTag_03_Override
Behavior = GarrisonContain ModuleTag_03
ContainMax = 10
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 50%
MobileGarrison = Yes
End
End
End
If you want the computer to use the train then you will need some scripting but I won't go into that.
Hoped this helped you.
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03-29-2006, 02:39 PM
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#9 (permalink)
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Guest
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Train
Thanx, I needed this because I couldn't let the train move :scared:
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03-29-2006, 02:51 PM
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#10 (permalink)
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Junior Member
Join Date: Mar 2006
Posts: 20
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you are most welcome
If you have any other problems just ask and I will try to answer them a.s.a.p
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