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SCAR Controlled Map Events
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Topic: SCAR Controlled Map Events (Read 13943 times)
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Unkn0wn
No longer retired
Posts: 18379
Re: SCAR Controlled Map Events
«
Reply #20 on:
April 04, 2008, 07:30:59 am »
Lol free xp map exploits
.
Logged
newblette67
EIR Regular
Posts: 35
Re: SCAR Controlled Map Events
«
Reply #21 on:
April 06, 2008, 06:59:50 pm »
ok i tested a map in map editor and suceeded in calling an event with an objective timer that checked every second on the owner of a territory sector and than awarded the owner an ability...right now im trying to figure out an easy way to change the ability based on race and doctrine...
Logged
Hartkeks
EIR Regular
Posts: 34
Re: SCAR Controlled Map Events
«
Reply #22 on:
April 23, 2008, 10:49:13 am »
Quote from: fldash on April 04, 2008, 06:16:57 am
You need to make sure they aren't assigned to a player but to the world, then they wouldn't be targeted. Furthermore, all SCAR maps will have to be approved by me. So don't try to get cute.
I'm working on a map and it seems that the village in the center is a bit too "healthy".
So I thought I could add some pre-destruction the easy way with some randomized offmap Howitzer barrages within the first seconds of the game. (see screenshots)
The units take some time to reach the center, so noone gets hurt. By the time they arrive the barrages are over.
It adds more battlefield feeling, the houses are pre-damaged and the village looks different every time!
The tricky part is, I haven't foud out yet how to assign the arty to the world.
Nothing I've tried worked out, though the barrages itself work fine when assigned to the actual players. (which is not that good)
So could anyone please help me out with this "assign to world"-thing?
Or is this ia bad idea and am I getting cute?
[attachment deleted by admin]
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Have a look:
http://www.europeinruins.com/index.php/topic,4987.0.html
fldash
Founder
Posts: 9755
Re: SCAR Controlled Map Events
«
Reply #23 on:
April 23, 2008, 10:52:06 am »
You are going to have to assign the arty to a player...
Logged
Warbirds
EIR Veteran
Posts: 673
Re: SCAR Controlled Map Events
«
Reply #24 on:
April 23, 2008, 10:53:54 am »
I've tried that Kolath. They're inactive.
Logged
AmPM
Community Mapper
Posts: 7978
Re: SCAR Controlled Map Events
«
Reply #25 on:
April 23, 2008, 10:56:48 am »
Can you assign it to a player thats not in the game?
Logged
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fldash
Founder
Posts: 9755
Re: SCAR Controlled Map Events
«
Reply #26 on:
April 23, 2008, 10:59:28 am »
No, it must be an alive player from what I know... I could be wrong as I haven't messed with it in a while...
You may try posting in The Armoury over at RelicNews and ask. Maybe it is possible and I'm forgetting...
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XNiichts
EIR Veteran
Posts: 78
Re: SCAR Controlled Map Events
«
Reply #27 on:
April 23, 2008, 11:01:18 am »
Even if it is a player in the game, does it make a difference?
They arnt killing anything, etc etc...
Logged
fldash
Founder
Posts: 9755
Re: SCAR Controlled Map Events
«
Reply #28 on:
April 23, 2008, 11:04:40 am »
I wish I had the time to release a list of EIR functions and variables available to SCAR mappers. Maybe sometime after 2.0...
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: SCAR Controlled Map Events
«
Reply #29 on:
April 23, 2008, 11:05:41 am »
have you over written or improved anything i might be using or would find useful?
Logged
DerangedFerret
EIR Veteran
Posts: 283
Re: SCAR Controlled Map Events
«
Reply #30 on:
April 24, 2008, 07:08:40 pm »
Quote from: fldash on April 23, 2008, 11:04:40 am
I wish I had the time to release a list of EIR functions and variables available to SCAR mappers. Maybe sometime after 2.0...
Please do. After 2.0 of course. It would help mappers like me, who know nothing whatsoever about scar coding, out.
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: SCAR Controlled Map Events
«
Reply #31 on:
April 25, 2008, 04:00:41 pm »
just functions wont help that much, maybe this will help you get started...
http://forums.relicnews.com/showthread.php?t=171503
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: SCAR Controlled Map Events
«
Reply #32 on:
April 30, 2008, 04:19:25 am »
How can i get a single message displayed (not an objective one with a timer, just a simple message like the "The enemy is dug in ahead" in EiR)
And how can i get a delay between 2 functions. I want to have one function trigger the message, and than a couple of seconds later the second function start.
couldnt get that out of your code and examples on the RN forum
(I want to implement
random
artillery shots every couple of minutes on the defensive positions on overlord. So far i have put together this from your tutorial:
import("ScarUtil.scar")
ABILITY_SINGLEARTY = Util_GetAbilityID("abilities/sp/sp_gen_single_off_map_artillery_strike.lua")
function OnGameSetup()
Rule_AddInterval(artywarning,240)
Rule_AddInterval(artyshower,240)
end
function OnInit()
LOCSTRINGS =
{
ARTY_WARNING = "WATCH OUT! SEA ARTILLERY INCOMING"
ARTY_WARNING2 = "THEY ARE LAYING FIRE AGAIN FROM THE SEA!!!"
ARTY_WARNING3 = "TAKE COVER!! ROUNDS INCOMING!!"
}
function artywarning()
missing the code for this part
function artyshower()
Cmd_PlayerAbilityPos(ALLIED, ABILITY_SINGLEARTY, Util_GetRandomOffset(Util_GetPosition(mkr_spec1), -40, 40))
Cmd_PlayerAbilityPos(ALLIED, ABILITY_SINGLEARTY, Util_GetRandomOffset(Util_GetPosition(mkr_spec2), -40, 40))
Cmd_PlayerAbilityPos(ALLIED, ABILITY_SINGLEARTY, Util_GetRandomOffset(Util_GetPosition(mkr_spec3), -40, 40))
Cmd_PlayerAbilityPos(ALLIED, ABILITY_SINGLEARTY, Util_GetRandomOffset(Util_GetPosition(mkr_spec4), -40, 40))
Cmd_PlayerAbilityPos(ALLIED, ABILITY_SINGLEARTY, Util_GetRandomOffset(Util_GetPosition(mkr_spec5), -40, 40))
)
Logged
Klagt nicht, kämpft!
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: SCAR Controlled Map Events
«
Reply #33 on:
April 30, 2008, 07:33:25 am »
Oooh! Don't have a coding answer, but that should really help balance overlord's defensive positions while adding more atmosphere.
Logged
Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
fldash
Founder
Posts: 9755
Re: SCAR Controlled Map Events
«
Reply #34 on:
April 30, 2008, 07:40:08 am »
EIR_NotifyPlayer("string")
Try that...
Or in the case of your code:
EIR_NotifyPlayer(LOCSTRINGS.ARTY_WARNING)
«
Last Edit: April 30, 2008, 07:42:06 am by fldash
»
Logged
Bonte
EIR Veteran
Posts: 1234
Re: SCAR Controlled Map Events
«
Reply #35 on:
April 30, 2008, 08:37:33 am »
fldash can you tell me what your timer is called so i can either use it...or so my timer doesnt conflct your eir timers?
Logged
Quote from: Ucross on March 25, 2008, 10:22:01 pm
I'm too candid to hide something like that.
Candid - frank; outspoken; open and sincere: a candid critic
You must really think im an idoit.
fldash
Founder
Posts: 9755
Re: SCAR Controlled Map Events
«
Reply #36 on:
April 30, 2008, 09:04:06 am »
My timer is objective based, it can't conflict.
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: SCAR Controlled Map Events
«
Reply #37 on:
April 30, 2008, 12:54:44 pm »
why did you make your own command for making the "mission" style text?
why not just use Util_MissionTitle() does the same thing i thought?
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: SCAR Controlled Map Events
«
Reply #38 on:
May 02, 2008, 09:59:44 am »
And any idea how i can get a delay between the 2 functions, or that the arty fire is triggered when the warning disappears?
Because the warning wont do much good if its displayed at the same time the smoke allready pops up. Well at least it would be that but i prefer having it 5 seconds in advance of the fire.
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: SCAR Controlled Map Events
«
Reply #39 on:
May 02, 2008, 11:17:55 am »
is it "EIR_NotifyPlayer" and sends a message to all players
or
EIR_NotifyPlayer1
EIR_NotifyPlayer2
and so on..
I cant test it this way in vCoH, gives a fatal scar error for obvious reason (it being an EiR command)
mh, ill better dig out the vCoH command for it or it takes ages to finish the code via try and error with constant packing and uploading of the .sga + downloading. And a community member with too much time to test it with me.
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