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#281 John Carver

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Posted 09 October 2017 - 07:25 PM

Challenge is done. Tomorrow ill release it.


Edited by John Carver, 09 October 2017 - 07:25 PM.


#282 NovaPlat

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Posted 09 October 2017 - 08:17 PM

Try to set Owner=None and Prerequisite=None.

 

Name= is what will show up in editor while UIName= is what will show up in game. For unit naming, I recommend using NOSTR:(insert name here) instead of csf in conjunction to this little enhancement from Ares (http://ares-develope...ml#nostr-prefix)

 

As for ini settings, which part that gets scrambled? It normally shouldn't have happened to unit/building settings.

OK... Now I have it fixed. Actually the two questioned I asked yesterday are the same one. The reason "Zephyr Collider" was buildable even with TechLevel=11 is because there's a section of redundant code that was scrambled earlier, which was put below what would have been the [Preview] section with many lines of apparent random strings with the same length. That redundant code was an old version and had TechLevel=5. 

 

I'll try saying it more clearly: the [HOWICOL] line and the codes that define this unit are separated far away after I edited the map in map editor. Failing to see it, I put into the file another section of code that define "Zephyr Collider" with TechLevel=11. It then seems like the old version code with TechLevel=5 overrode the new code and therefore made the "Zephyr Collider" buildable by Pacific Front. On the other hand, making "Prerequisite=None" seems to override the old version's prerequisite. Today I made a new modified unit (A Plague Splatter that throws not toxic barrels, but BARRELS! *evil grin*), and found out that without the redundant code this unit worked perfectly fine. 

 

I just made a few other modified units with little problem and will put them into the new custom challenge map I'm about to make. There's just one more thing that troubles me: I want to recreate what happened in EP17 Godsend: a single Shield Command constantly shields several defense buildings, and destroying this shield command will cause the Force Shield casted onto said buildings to go away. I don't know exactly how to make that happen though... Could anyone give me some idea? 


Edited by NovaPlat, 09 October 2017 - 08:18 PM.


#283 Handepsilon

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Posted 10 October 2017 - 12:47 AM

Just to be sure, are you running on beginner mode (if you do, disable that).

As for the shield command, it's basically Force Shield with SW.ManualFire=No, SW.AutoFire=Yes and SW.AITargeting=Self

(And no, don't question grammar. What is stated in the code is the only truth there is, even if it's 'verses' and not 'versus')

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#284 NovaPlat

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Posted 10 October 2017 - 06:13 AM

Beginner mode is off, in fact the first thing I did after setting up FA2 for the first time was to turn off beginner mode :D

I don't quite understand the few tags though, cause I had absolutely zero mapping/ini editing experience before. I guess I'll have to spend more time trying to figure out how to implement these codes. 



#285 Handepsilon

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Posted 10 October 2017 - 08:37 AM

What's your FA2 version btw?


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#286 John Carver

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Posted 10 October 2017 - 10:21 AM

(OLD)

Mechanized Challenge. V1
 
"The rumors are true: some lonely unidentified chineese commander, wich cannot contact with main forces, managed to establish a secret industrial complex near abandoned city! Our intel are limited, but expect a lot of heavy machinary supported with heavy soldiers coming your way."
 
Select the map in Standard tab, set your opponents as China at locations 3 ,4 and 5. Optional color- brown, or orange.

 

Spoiler


NOTE: Thats my first map, wich A LOT of crotches. Unforseen consiquences can happen, as im not 100% sure if all scripts worked, thru i tested each one. For the bugs - tell. Also note, that ill not toch buildings at base, only at players site. Also note that this is hard. If it start lagging - disable heavy-load programms.

Attached Thumbnails

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Attached Files


Edited by John Carver, 11 October 2017 - 07:20 PM.


#287 John Carver

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Posted 10 October 2017 - 10:29 AM

Fun fact, wich came only now to me - "amount of craters are from my previous tests" xD



#288 Handepsilon

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Posted 10 October 2017 - 10:29 AM

Can't seem to download the map


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#289 John Carver

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Posted 10 October 2017 - 10:30 AM

Can't seem to download the map

Hmm, does you have rar? Its an RAR variant.



#290 John Carver

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Posted 10 October 2017 - 10:31 AM

Ill redo that in ZIP variant.



#291 John Carver

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Posted 10 October 2017 - 10:33 AM

Added ZIP one.



#292 John Carver

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Posted 10 October 2017 - 10:36 AM

if you want, ill tell you the possible place for infiltration with drillers. Or... youll find it yourself.


Edited by John Carver, 10 October 2017 - 10:36 AM.


#293 StolenTech

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Posted 10 October 2017 - 10:58 AM

I think you should edit your posts instead of making new ones just to add minor statements.



#294 Handepsilon

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Posted 10 October 2017 - 11:03 AM

^ It's rather spammy to post like that. Forums and chats are different.

And yes I do have WinRAR, it's just that somehow clicking on the link leads to error which says the file cannot be found.


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#295 John Carver

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Posted 10 October 2017 - 11:36 AM

^ It's rather spammy to post like that. Forums and chats are different.

And yes I do have WinRAR, it's just that somehow clicking on the link leads to error which says the file cannot be found.

Wierd...

Also i found couple of minor orror, proceeding with fixes. cx



#296 John Carver

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Posted 10 October 2017 - 12:49 PM

Also, to minimize lag as max as possible ,should i decrese AI amount? Still, ill wait for the people to try it. Maybe it not so bad.

So heres changelog (post files updated abowe)
Replaced iron guards with tech cannons, to minimize lag.
Extended warmup time up to 21 minute.
Decreased amount of cyborgs in some reinfocments.
Exetended time of spawns and reinforcments by 100-50.
Added 2 more small tents at player spawn.
Fixed (i hope) some issues with spawns and bunkers (AI mass engie`d them), and vehicle junkyard.
Changed all ore to gems at player spawn.

Now ill wait till someone plays it. x3


Edited by John Carver, 10 October 2017 - 12:53 PM.


#297 NovaPlat

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Posted 10 October 2017 - 01:29 PM

What's your FA2 version btw?

1.02 I believe. I downloaded it from moddb.com



#298 Handepsilon

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Posted 10 October 2017 - 03:56 PM

1.02 shouldn't cause any troubles aside from Factions being reset to default non-modded ones. But.... I modded my RA2 inis to include MO anyways so my FA2 acts like pseudo FO

 

@John Carver

 

In your teams, disable all ticks (especially auto create and reinforce). If you do have some units in transport tho, leave Full ticked


Edited by Handepsilon, 10 October 2017 - 03:56 PM.

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#299 John Carver

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Posted 10 October 2017 - 04:14 PM

1.02 shouldn't cause any troubles aside from Factions being reset to default non-modded ones. But.... I modded my RA2 inis to include MO anyways so my FA2 acts like pseudo FO

 

@John Carver

 

In your teams, disable all ticks (especially auto create and reinforce). If you do have some units in transport tho, leave Full ticked

Uhhh... how?
Also, it lags randomly apperently. As sometimes it doesnt lag much, and sometimes do.



#300 Handepsilon

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Posted 10 October 2017 - 04:23 PM

The checks in the Teams menu (Loadable, Full, Annoyance, Guard Slower, Recruiter) leave them unchecked.

 

In case you don't understand. [v] <- checked. [ ] <- unchecked


Edited by Handepsilon, 10 October 2017 - 04:23 PM.

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