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#221 Solais

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Posted 06 October 2017 - 11:42 PM

I wonder if eventually these custom maps be possible to be added to the launcher proper. Or accepted and added to the game by the Mentalmeisters themselves.



#222 John Carver

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Posted 07 October 2017 - 10:33 AM

Map with teams is done. But it needs some... final scripts to finish it. And a one solution... can i make "super power plant", wich give, aproximetly,99999 power to power up all buildings insted of putting 100500+ nuke reactors off map? By the lore, reactor power plants are beneath the surface.



#223 Terminal Velocity

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Posted 07 October 2017 - 10:39 AM

Yes, you can just set the Power= value to whatever you want.


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#224 John Carver

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Posted 07 October 2017 - 11:01 AM

Yes, you can just set the Power= value to whatever you want.

Hmm... and wich building i shall replace? Or it can even be just simple hut? :D

...hut of POWER.



#225 John Carver

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Posted 07 October 2017 - 11:08 AM

Also, what does destroy tag and destroy team exactly do? I need to check my scripts for disabling certain reinforcments as shafts destroyed. For now, its just "destroy team", wich destroys, for example, all LEFT dedicated teams from spawning when destroyed LEFT shaft.



#226 Handepsilon

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Posted 07 October 2017 - 11:08 AM

Remember that players are usually more inclined to take the powers out while attacking AI base in challenges. Why do you want an infinite power source for them tho?

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#227 John Carver

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Posted 07 October 2017 - 11:16 AM

Remember that players are usually more inclined to take the powers out while attacking AI base in challenges. Why do you want an infinite power source for them tho?

Well, my habit - push players into unusual situations ;)

And the other challenge of the map - is this defences. Epsilon drillers can deliver powerful squads or allied chronoshift forces at one certain position, wich can easily pass thru defences. I intentionally weakened one spot on the map, so, groups can be delivered and expanded. Even when you deliver MCV, you can make a strong push and if ally builds an factory, that can turn the tides as youre be able to steamroll thru defences, if you know what to do. The second reason - this defences use too much power. .-.

And still, you can easily infiltrate the power plant, resulting full disabling of the base.
And other method - just use artillery and siege while covering your units.



#228 John Carver

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Posted 07 October 2017 - 11:31 AM

Reactors done. Now i only need to check the team disabling (that disables groups appear at certain waypoints) and hide some... secrets. One of them - for players use.



#229 Handepsilon

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Posted 07 October 2017 - 11:50 AM

Spoiler

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#230 Handepsilon

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Posted 07 October 2017 - 11:50 AM

Spoiler

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#231 John Carver

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Posted 07 October 2017 - 11:53 AM

Spoiler

Houses nearby. But be aware - on the base of AI some buildings are better... do not destroy. And thats not because of failsome scripting.



#232 John Carver

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Posted 07 October 2017 - 11:57 AM

Also, ill cease amoount of AI to one, creating 2 bases instead. As less AI - less lag. And i want good runing mission.

or shouldnt i?



#233 John Carver

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Posted 07 October 2017 - 12:18 PM

Cmon... i need to decide what to do. cx



#234 Terminal Velocity

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Posted 07 October 2017 - 12:38 PM

Well, it all obviously depends on the map size / number of objects and how many reinforcements are coming. It's kinda hard to give an answer,so you'll just have to test it to see how it plays out.


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#235 Handepsilon

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Posted 07 October 2017 - 01:49 PM

1 AI means much much less normal attack forces however, since AI can only build so much armies in skirmish


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#236 John Carver

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Posted 07 October 2017 - 02:17 PM

Darn! I having one trouble... how to make a trigger in Events section, that will only work in you destroyed all buildings of one type, or building on wich custom tag was attached? This slows me down, as i unable to to 2 last secret scripts yet. That principe applied also to "infiltrate both labs" or even "capture and hold labs during 2 mins".



#237 John Carver

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Posted 07 October 2017 - 02:18 PM

1 AI means much much less normal attack forces however, since AI can only build so much armies in skirmish

Well, that compensates by reinforcments. And that much AIs with that amount of units actually lag the game apperently


Edited by John Carver, 07 October 2017 - 02:22 PM.


#238 John Carver

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Posted 07 October 2017 - 03:30 PM

While im waiting till answer, i making epic easter egg. No challenge have this!

Heres song for the mood of this ...https://www.youtube....h?v=gUsL1ZcmIx8


Edited by John Carver, 07 October 2017 - 03:31 PM.


#239 John Carver

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Posted 07 October 2017 - 04:46 PM

Yep...1 AI restriction greatly improves FPS. Even with great tonn of enemy vehicles, it shouldnt lag too much. Now i need to think how to compensate that.

Also, i still need theese trigger explanations. Heres my last lest message about that: " how to make a trigger in Events section, that will only work in you destroyed all buildings of one type, or building on wich custom tag was attached? This slows me down, as i unable to to 2 last secret scripts yet. That principe applied also to "infiltrate both labs" or even "capture and hold labs during 2 mins".

I need it.



#240 Handepsilon

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Posted 07 October 2017 - 05:56 PM

I tried using Trigger Type 1 (which causes the trigger to fire when all of them fulfilled the event requirement) but it doesn't seem to be able to have a Change House trigger attached in conjunction to it.

 

You can also use TechType does not Exist if the player can't build said buildings


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