Ok, after thorough discussion and debates, Felith and I managed to find out what was wrong. It turns out I forgot to add IsCoopMission=Yes in [Basic], which causes the client to not register the disallowance etc. So yes, that was my mistake there. So sorry for the whole confusion
Custom map thread.
#401
Posted 30 November 2017 - 07:36 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#402
Posted 02 December 2017 - 11:09 AM
@Speeder
If you don't have any plan to use your unfinished custom Slave Miner. Please bring back the vanilla Slave Miner.
edit: or separate them with new codes. (my Radar Tower!!!!!!!!!!)
Edited by FELITH, 02 December 2017 - 11:25 AM.
#403
Posted 02 December 2017 - 05:39 PM
Sequel finished. I uploaded it to post abowe, also updated the first one (changed voice set for repairman)
About sequel - be warned, maybe bugs can occur with reinforment, which supposed to be fixed in that version.
Edited by John Carver, 02 December 2017 - 05:43 PM.
#404
Posted 03 December 2017 - 09:17 PM
But can you edit the first one so that there is a lot less units attacking you. I lost every unit (except nuke tank) in the first wave. The nuke tank barely (and i mean very close) survived the timer, it was destroyed mere seconds after the objective was complete.
After this bit(second objective) can you make the tank immune to mind control as i lost it to a psychic tower, and killed all my stuff.
Also why does the heavy kamaz emmit an EM-Pulse?
In the second mission, i like how you have made the use of incorrect images for cameos, make sense (sorry if my grammar sucks, writing is not my thing)
#405
Posted 03 December 2017 - 10:09 PM
Well, about first part of 1-st mission - depends on strategy. Ive managed to survive some time even after objective complete. Just dont stand your troops close to firing range of NT. But in general, thats an intended - AFK positioning of NT will not do good for you, so its require at least to group units in one tactical position, as of course they weak separately
.
Clear the Psy towers with Elite Guards. Also this map doesnt contain spooks. And in general it provides you with wide spectre of abilities, of you know what to do. About emitting - thats healing aura for troops same as apoc`s, position your wounded infantry near kamaz to heal them.
Edited by John Carver, 03 December 2017 - 10:20 PM.
#406
Posted 05 December 2017 - 02:44 PM
So I've thought of a new custom mission idea: Giant ants in North Korea after the hermit kingdom's latest nuclear test results in a giant anthill, forcing an American covert ops team to be sent in to destroy the nest. (with a Warhawk helicopter).
Bonus objective: Find and silence two ice cream trucks around the capital of Pongyang.
#407
Posted 05 December 2017 - 04:40 PM
Fixed one trigger in sequel, it was supposed to power up somethnig at Objective 3.
Fixed (suupposedly) a bug, related to breaking the mission in first cover-op, resulted by engineer dying after you complete the half of first objective, and not counting as loss.
Edited by John Carver, 06 December 2017 - 11:37 AM.
#408
Posted 08 December 2017 - 09:05 PM
I'll probably eventually ask for help on it (e.g adding that briefing thing in the client, adding csf, and making "some" units have special traits)
Edited by UNSC THE CHILL OF WAR, 08 December 2017 - 09:06 PM.
#409
Posted 08 December 2017 - 09:27 PM
Adding a briefing:
[Basic]
Briefing=
- UNSC THE CHILL OF WAR likes this
#410
Posted 10 December 2017 - 03:38 PM
I've repacked The challenge maps that has been tested and (for the most part) doable here. The maps are as follows :
- Scavenger Challenge
- Radiance Challenge
- Texthound Challenge
- Nightwing Challenge
All maps have been edited to work with the Challenge map selection. If you want to play the following, I'd suggest you update them with this.
https://cdn.discorda...engeMapPack.rar
- FELITH likes this
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#411
Posted 18 December 2017 - 12:15 AM
Hello guys.
I'm new to this map making, so before I decided to make an entire map by myself, I decided to edit an existing challenge first to try my hands in INI and trigger editting. It would be nice if someone can test this for me and give me feedback. I'm still new and stuff, so I kinda expect bugs and stuff....
https://drive.google...iew?usp=sharing
Any form of feedback is appreciated, thanks!
Edited by OfficialLolicon, 18 December 2017 - 12:16 AM.
#412
Posted 18 December 2017 - 03:28 PM
I've repacked The challenge maps that has been tested and (for the most part) doable here. The maps are as follows :
- Scavenger Challenge
- Radiance Challenge
- Texthound Challenge
- Nightwing Challenge
All maps have been edited to work with the Challenge map selection. If you want to play the following, I'd suggest you update them with this.
https://cdn.discorda...engeMapPack.rar
In Scavenger Challenge. the ally AI which could be RU can build mobile factory. And somehow if we enable SW, we can copy ally Mobile factory.
Edited by MrZhang, 20 December 2017 - 08:26 AM.
#413
Posted 19 December 2017 - 02:25 AM
You mean the enemy AI? That's not really a problem, unless you meant the Ally. Playing Scavenger challenge with AI ally is really not recommended
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#414
Posted 22 December 2017 - 07:38 PM
Hello, I've just started map making, and I would like some reviews on my work. I love to make maps and bases look pretty, so I hope it's somewhat good.
This is not MO, only Yuri's Revenge since the MO editor isn't out yet.
All neutral units are given to the player at start. It's supposed to be a 1v1 map where you already have a fortress and you have to take out your oponent's fortress. Best with Soviet on the left and Allies on the right.
https://www.noelshac...1337-canyon.jpg
(Map preview)
Idk how to attach the map, tell me if you want to try it out.
#415
Posted 22 December 2017 - 09:01 PM
Also, to attach the map, press the more reply options button (next to post), press attach files, find the map and attach it.
#416
Posted 23 December 2017 - 10:05 AM
Thanks.
Well this map was never intended to be for MO, I know the airfields are bigger there. But if I had to remake this map for MO I would restart from scratch.
When I try to upload the file it says I am not allowed to post this type of file (.yrm)
#417
Posted 23 December 2017 - 12:31 PM
Edited by UNSC THE CHILL OF WAR, 23 December 2017 - 12:31 PM.
#418
Posted 23 December 2017 - 12:38 PM
It works I guess
Attached Files
#419
Posted 03 January 2018 - 11:19 AM
Hey again,
I am now trying to make a singleplayer mission, but I'm struggling to learn how to make triggers properly work. I have figured out some of it, I understand the tutorial, but there are many things I have no idea how to do or where to look for advanced help.
Things like triggering paradrop, AI attack on a target, displaying in-game messages etc.
Does anyone know where I can learn to do all of that, or would be kind enough to explain me some of those to get me going ? I'm a quick learner.
I'd like to be able to make a map before the MO editor comes out !
Thanks.
Edited by DrMaggot, 03 January 2018 - 11:20 AM.
#420
Posted 03 January 2018 - 12:34 PM
You know how to spawn reinforcements, right? For the paradrop, you need to check the Cargo Plane flag and specify the Transport Waypoint for a team.
For the ingame texts you need the trigger with action#11 "Text Trigger". If you want to use a custom one, you'll have to create a stringtable file(.csf).
To make AI attack something, you'll need to spawn reinforcements using the triggers. Give every team a script. The script may look something like:
0-Patrol to waypoint x
1-Patrol to waypoint y
2-Attack enemy building [ID]
Also, don't forget that IDs you'll see in FA are for the vanilla YR and may differ from the MO ones.
Like, if you open Co-op The Cardinal, you'll see [141-Hotel], but we know that in reality its a Psychic Amplifier.
Alternatively you can try using "Attack Waypoint"
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