Joined: 11/3/08 11:07:58 PM
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The main tutorial links contain the following: Part 1 goes into how to set up a map and demnstrates the use of each tool.
Part 2 continues demonstrating the tool list and explains how to make a minimap.
So anyway here are both parts of my tutorial, hope it helps =]:
*Note: Don't flip the minimap image in the ra3 wb, you only had to do that in tw and kw!
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Update: Here are 3 parts of the wb scripts tutorial i just made:
Note in map.str this is the text inside it since its not clear on the vid:
Hello
"Welcome to my map \n have fun"
End
SCRIPT:Bye
"Chronoshpere active in:"
End
This message was edited 9 times. Last update was at 12/14/08 4:43:44 PM
Joined: 11/3/08 11:07:58 PM
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Vikestart wrote:Nice!
CommanderT, please stick this topic as you said
Good, wasnt sure if it was that good especially with all my ers and erms ;p, i didnt think i said it that much when doing it lol.
roger
no im frish ;s ;p
Edit: fixed youtube tags, didnt realise it cudnt have a space after the tag and before then end or the tag -_-. I did that incase the tags got broken lol the irony.
This message was edited 2 times. Last update was at 12/6/08 10:43:54 PM
Hello
"Welcome to Northern Push! /n This is the HARD varient of the map /n On HARD mode each human doesn't get a Super Reactor /n a Battle Lab and a Soviet War Factory /n to capture with an Engineer /n The Tech Defense Structures and Oil Derrics are NOT invincible on HARD /n HARD mode also gives the middle CPU a Veterancy Academy like the other 2 CPU's have /n Plase make sure game is set up so it is /n 3 Human players on the bottom /n and 3 Brutal CPU's on the top /n You can play different than this /n however the map is set up so it is defendable at the bottom bases /n while the top ones are in the open /n Good Luck Commanders! /n Created by Anshrew"
End
Fail
"Player 1 (The Host) must be in the bottom left corner of the map, it's the only way I could get the scripted text to work"
End
Thinking about it, the message for not having players in the correct areas is redundant since it won't appear...I think...
edit: so i decided to try deleting the "Player_1" and adding in the "player00001" etc since it says in the name field "Player 1's name" so im guessing that's for online. It didn't make a difference. Ill try changing the starting position to 0..maybe it's counting it as the first spot even though it says 0?
edit2: changing it to 0 did nothing, putting the script into each players scripts folder did nothing. Ive got no idea whats wrong
This message was edited 4 times. Last update was at 12/7/08 7:34:19 AM
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Joined: 11/3/08 11:07:58 PM
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Please post you own questions in a new post next time, ill let it slide though . I believe your problem though is this:
you have said if the first human player starts at 1, i cant comment on this since its a new tag but;
you have also said is player 2,3 or 4 starts at 1, i think u thought that in the menu before the game, player 1 is in slot 1 etc, but i think its more like player1 starts at 1, player2 starts at 2, etc.
If you want to check for example if player1 exists you can use, if player1 has more than $1 (presuming its at the start of the match), or if player1 has more than or equal to 1 unit thats selectable (since to be alive they need at least a building or mcv), there are probably others that will work similary or even an if player1 exists if i missed it out.
A good way of testing your script would be on that timer script, disable all of the if statements and add an if true, that way you can see if the timer has been decalred or not. Remember though because you added the if false, if the timer hasnt expired (which it wont straight away) the if false script activates and since there is an if false condition, the script will end and it wont activate the if true when the timer has expired.
As for checking that the host is bottom left, im not sure if you can do that, there might be a way to see if he is a human player though.
Im glad you followed the scripting tut tho and have understood it
This message was edited 2 times. Last update was at 12/7/08 3:35:03 PM
Joined: 11/3/08 11:07:58 PM
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English:
Please post a new post in the forum instead of using this thread as you will get more help that way, preferably in english since it took me a while to realise what you were saying in italian, and many others wont understand, and also include a screenshot of why it wont work. I used a translator so sorry if the italian text is a bit confusing.
Italiano:
Invii prego un nuovo alberino nella tribuna invece di usando questo filetto poichè otterrete più aiuto che il senso, preferibilmente in inglese poiché mi ha richiesto un istante per realizzare che cosa stavate dicendo in italiano e molti altri non capiranno ed inoltre comprendete uno screenshot di perché non funzionerà. Ho utilizzato un traduttore così spiacente se il testo italiano un po'stia confondendo.
I don't know if you mentioned it in the scripts tutorial (because the audio quality is really bad), but when naming a script, it is absoluetely recommended to not use special characters such as / ( ) | [ ] etc. The scripts might work as long as you do not de/activate them via another script + whenever you compile a map later on the process will fail with special characters within the script ID. It follows the same namin rules as XML assets do.
And as already written: Activating or deactivating a script with an invalid name does not work. If you do not know this, you'll search until the end of days where the mistake could be. I thought, it's worth to bring this issue up since the WB itself won't give you any hint if a script has an invalid name.
This message was edited 1 time. Last update was at 12/12/08 3:21:08 PM
Another thing I want to add concerning difficulties:
You know, you can set up a script which will only work on a certain difficulty as indicated by the script prefix [E N H]
BUT this had absolutely no effect if you place these script in the neutral diectory. When you do so, the script is handled as if it were made for normal [N]. The good news are, you can check if a specific AI player is set to a certain difficulty by placing scripts in his directory (Player_1 etc.)
[ns A D] [E] Player1_Easy
*** IF ***
True.
*** THEN ***
Set 'Difficulty_P1' to 1
[ns A D] [N] Player1_Normal
*** IF ***
True.
*** THEN ***
Set 'Difficulty_P1' to 2
[ns A D] [H] Player1_Hard
*** IF ***
True.
*** THEN ***
Set 'Difficulty_P1' to 3
Now you can use the counter 'Difficulty_P1' to check this player's difficulty setup.
Note that [H] equals Hard AND Brutal ingame!
This message was edited 3 times. Last update was at 12/14/08 11:47:53 AM
Joined: 11/3/08 11:07:58 PM
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oh right thanks for that, i didnt know that as i haven't really used it, i tried it once but wasnt really important so just shrugged it off ill make yet another note lol.