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Author Topic: SCAR Controlled Map Events  (Read 13957 times)
0 Members and 7 Guests are viewing this topic.
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #20 on: April 04, 2008, 07:30:59 am »

Lol free xp map exploits Smiley.
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newblette67 Offline
EIR Regular
Posts: 35


« 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...
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Hartkeks Offline
EIR Regular
Posts: 34



« Reply #22 on: April 23, 2008, 10:49:13 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?






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fldash Offline
Founder
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Posts: 9755


« Reply #23 on: April 23, 2008, 10:52:06 am »

You are going to have to assign the arty to a player...
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #24 on: April 23, 2008, 10:53:54 am »

I've tried that Kolath.  They're inactive.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #25 on: April 23, 2008, 10:56:48 am »

Can you assign it to a player thats not in the game?
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fldash Offline
Founder
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Posts: 9755


« 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 Offline
EIR Veteran
Posts: 78


« 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...
 Huh
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fldash Offline
Founder
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Posts: 9755


« 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...

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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« 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?
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #30 on: April 24, 2008, 07:08:40 pm »

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.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« 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
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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))


)
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Klagt nicht, kämpft!
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« 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.
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fldash Offline
Founder
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Posts: 9755


« Reply #34 on: April 30, 2008, 07:40:08 am »

EIR_NotifyPlayer("string") 

Try that... Tongue

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 Offline
EIR Veteran
Posts: 1234


« 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?
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
fldash Offline
Founder
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Posts: 9755


« Reply #36 on: April 30, 2008, 09:04:06 am »

My timer is objective based, it can't conflict.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« 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?
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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.  Wink
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