Ow... basically you can boost existing unit, made a look, or even add your own? As i need to make Chineese mastodon, wich, apperently, cannot shoot.
Custom map thread.
#121
Posted 03 October 2017 - 04:31 PM
#122
Posted 03 October 2017 - 04:48 PM
There's something that bothers me : tunnels
In Eye of the Storm I got a tunnel connecting to the edge of the map, which alternatively you can visit by going a longer non-tunnel way. Unfortunately trying to enter the tunnel without the unit being close to it forces the units to take the much longer path (which inconveniently is through a whole enemy base). Anyway to fix this?
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#123
Posted 03 October 2017 - 04:59 PM
I never used tunnels x3
Also, apperently theres no unit spawn? I mean, spawn units at desired location. Or thats only achieved by placing "spawner" after red line of map in FinalAlert?
#124
Posted 03 October 2017 - 05:11 PM
No idea.Did you try playing around with these values?
#125
Posted 03 October 2017 - 05:17 PM
Well,you spawn units using the triggers.
#126
Posted 03 October 2017 - 05:38 PM
Well,you spawn units using the triggers.
Look what i mean: every time, once timer runs out, special units will come out. Theese are centurions, and other units i choose. They appear from indestructible (i dont know yet how to make that so shaft enterances are too tough to break) shaft enterances, basically a buidlings. They are not one-time spawn.
I dont know how to script map properely. But the main things are yet - spawn units from shaft, and organize chiineese Gharial/Mastodon.
As noone will do that for me, im doing that myself x3
#127
Posted 03 October 2017 - 05:44 PM
You probably might find this useful then:
https://forums.cncnz...ms-and-scripts/
Also, what buildings are you using for shafts?
Edited by Terminal Velocity, 03 October 2017 - 05:46 PM.
#128
Posted 03 October 2017 - 05:53 PM
You probably might find this useful then:
https://forums.cncnz...ms-and-scripts/
Also, what buildings are you using for shafts?
Called "CAMINE", as i remeber
Also, another thing... how to make units "unmanned"? As some units are on the "junkyard", with really damaged units. They are usless if you did not took care of defences, as they be destroyed fast.
Edited by John Carver, 03 October 2017 - 05:55 PM.
#129
Posted 03 October 2017 - 06:01 PM
You probably might find this useful then:
https://forums.cncnz...ms-and-scripts/
Also, what buildings are you using for shafts?
Also... that tutorial you gave me - just for "shaft reinforcements"? Is there an timed looped? For example as Epsilon air armada in Ascension cahallenge.
#130
#131
Posted 03 October 2017 - 06:55 PM
Well, it's the basic stuff. To make something repeat,just set the trigger type to Repeating.trig.png
And yes,you will need to make Taskforces , Teams and Scripts for your setup.
Aaand... thats for any location? And the last about it - how to make the shaft indestructible untill you kill enemy AI? Like tech defence structures. Or, again, INI?
The last is probably how to make chineese unit, and, place them. The rest i can make myself, i hope. But i can share this beta map with you in personal. Or, ill release it when im done?
Also, abowe i was asking about "3 maps". Basically, thats can be the scripts changing? In that case that would be easy to make.
And how to make helicopters actually fly?
(by the way... ive spent a lot o time on that, so... lets hope that will be included. )
Edited by John Carver, 03 October 2017 - 07:04 PM.
#132
Posted 03 October 2017 - 07:16 PM
You mean setting triggers,taskforces,team and such? Yes,for every location, although some stuff may be reusable,like taskforces and scripts.
About invulnerability: not exactly sure,i'll have to look into that.
I mean just making it invulnerable isn't a problem,but I need to think of a way to remove it later.
Gharial/Mastodons - I guess you can just copy their stats and just change the Image parameter.
About changing difficuty- not sure. I didn't make anything of the sort.
And what's with the helicopters?
Edited by Terminal Velocity, 03 October 2017 - 07:21 PM.
#133
Posted 03 October 2017 - 07:26 PM
You mean setting triggers,taskforces,team and such? Yes,for every location, although some stuff may be reusable,like taskforces and scripts.
About invulnerability: not exactly sure,i'll have to look into that.
I mean just making it invulnerable isn't a problem,but I need to think of a way to remove it later.
Gharial/Mastodons - I guess you can just copy their stats and just change the Image parameter.
About changing difficuty- not sure. I didn't make anything of the sort.
And what's with the helicopters?
Well, not just an image. Voxel model painted brown with regular tank cannon. I already have an idea of this thing shoot like elite Apoc or simmular, with nuclear effect.
Well, as they are neutral 9maybe because of that) they stand on ground untill you hit them. This happened with Perun, so, can heppen with other maybe.
#134
Posted 03 October 2017 - 07:32 PM
Ah,you mean like you just placed them on the map? You need to make a script ordering them to move somewhere and it should be fine. Well, at least that's the only way i know.
The Image param refers to the voxel (I think?)
#135
Posted 03 October 2017 - 07:39 PM
Ah,you mean like you just placed them on the map? You need to make a script ordering them to move somewhere and it should be fine. Well, at least that's the only way i know.
The Image param refers to the voxel (I think?)
All i find for this:
[PROME2] ; Chinese Mastodon
Voxel=yes
Remapable=yes
CameoPCX=masticon.pcx
AltCameoPCX=mastuico.pcx
Weapon1FLH=295,0,135
Weapon2FLH=295,0,135
Weapon3FLH=295,0,135
Weapon4FLH=295,0,135
Weapon5FLH=295,0,135
Weapon6FLH=295,0,135
TurretOffset=-30
And this.
[PROME]
Name=Enemy Vehicle
Image=PROME2
UIName=NAME:EnemyVeh
Is seems that ita not technically complete. (If that is violation, mods can remove this or ill remove that later)
Edited by John Carver, 03 October 2017 - 07:40 PM.
#136
Posted 03 October 2017 - 07:45 PM
Also... by the tip - are hiding terror drones are too much for the challenge? Altrough, they are only in one place. And some of them are preventing easy infiltration, or, as i tested- easy walk with Fin and Alize, as was in first iterations of challenge. Still, i want a fair challenge.
Edited by John Carver, 03 October 2017 - 07:49 PM.
#137
Posted 03 October 2017 - 08:02 PM
Well, it all depends on how many of them are present. It's not like they can be an impassable obstacle.
As for Mastodon, I just copied default Mastodon's stuff into the other unit and added Image=PROME2 to it
like this: and just placed a few of these KAMAZ on the map.
There are two Name= fields, its just me being lazy while copying.
Then you can just replace his weapons and other stuff.
Edited by Terminal Velocity, 03 October 2017 - 08:06 PM.
#138
Posted 03 October 2017 - 08:21 PM
Well, it all depends on how many of them are present. It's not like they can be an impassable obstacle.
As for Mastodon, I just copied default Mastodon's stuff into the other unit and added Image=PROME2 to it
like this: and just placed a few of these KAMAZ on the map.
SpoilerThere are two Name= fields, its just me being lazy while copying.
Then you can just replace his weapons and other stuff.
Wow, you actually done it .-.
Ill complete it more. Maybe ill manage to done the mastodon "beta" variant. And where i should past this?
And, what about invincible shafts? I got the idea - destruction of some building wich covering it with iron curtain.
#139
Posted 03 October 2017 - 08:24 PM
Open your map with text editor and just paste it anywhere.
#140
Posted 03 October 2017 - 08:25 PM
Open your map with text editor and just paste it anywhere.
Okay, ill check this out... maybe later ill ask you more, if i dont understand certain stuff,
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