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Map Scripting: Some Trigger sets for advanced mechanisms


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#1 lovalmidas

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Posted 11 April 2018 - 03:18 AM

Now that the map editor has been out for a while, some of you might have been meddling with it and making hellspawns across the Internet and discord space. You cheeky little devils. >:-D

 

I would like to share with you some of the more interesting techniques I have developed and/or used over my past work in MO3.0. They don't number too many, but it is enough to give players some headaches.  :evgr: 

 

Note: If you do not know how to create a simple reinforcement using the map editor (and related editing tools like Notepad), ignore this thread. Learn the basics first. Maybe someone would be able to create a tutorial, or you can figure things like how we figure out LEGO. :p

 

The first entry will be in my next post.

 

 


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#2 lovalmidas

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Posted 11 April 2018 - 03:27 AM

Randomizer

 

Purpose:

To create a trigger set to emulate the random function. RA2 does not support direct randomization, but there is a way. We will find a way. >:-D

 

Requirements:

  • Some proficiency in Trigger management. (must be proficient in using the Enable / Disable Trigger actions) 
  • One initialization trigger to start the randomization process.
  • Several triggers for each random outcome (not limited, but recommended not to go over 20.)

 

Setup:

See below image:

dpqlhxl6nr4w41lzg.jpg

Early Uses (not limited to these):

  • Allied Coop: Attack on Buggy (Escorts for the Bomb Buggies, Bomb Buggy paths are randomized after the 2nd bomb buggy)
  • Epsilon Coop: Brain Reset (Russian barracks 'production', Chinese and PF reinforcements)
  • Soviet Covert Operation: Archetype (spawning the Soviet Tech Center)

30m70ag.png

 

Mental Omega on the web:
fbbutton.png ytbutton.png mdbutton.png dsbutton.png
IRC: #menthosogma (Rizon)

 


#3 lovalmidas

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Posted 11 April 2018 - 03:37 AM

Binary Counter

 

Purpose:

To create a trigger set to emulate a counting function. RA2 does not counting everything (especially not very customized conditions), but there is a way. We will find a way. >:-D

 

Requirements:

  • Did not fail at Math (know at least how to count in Binary) :p
  • Some proficiency in Trigger management. (must be proficient in using the Set / Clear Locals actions) 
  • Have a basic proficiency on using Local Variables.
  • One Local variable to toggle 'addition'
  • One initialization trigger to perform the 'addition'.
  • Several Local variables to store the counter, one for every power of two.
    • Powers of two: 1, 2, 4, 8, 16, 32, 64, 128, ...
  • Several triggers to handle the 'carrying over' process to save the addition to the counter.

 

Setup:

See below image:

gs57u36h1enqi2bzg.jpg

Early Uses (not limited to these):

  • Allied Coop: Attack on Buggy (There are ~12 Bomb Buggies to intercept, this counter monitors the number already destroyed by you)

30m70ag.png

 

Mental Omega on the web:
fbbutton.png ytbutton.png mdbutton.png dsbutton.png
IRC: #menthosogma (Rizon)

 


#4 DoctorEvil

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Posted 11 April 2018 - 09:26 PM

Thank you a lot, lovalmidas! These might come in handy someday. I have planned to create a mission map (called "Hallowed be thy name"), so teaching us advanced techniques is indeed very swell!

Right now I have one question in mind concerning scripting:

 

How do I include better functioning texts?

At the moment I use the text script with underlines, which (ingame) creates a text like this: "MISSING: Yuri:_"How_puny_of_you!"" This technique works, but looks really stupid and amateurish in my opinion, not to mention that it's uncomfortable to read for the players. Is there a way to implement texts without manipulating the .mix-files? I know there was an easy option in the "C&C 3: Kanes Wrath"-Worldbuilder by adding it to a seperate text file, but how can I do this in Final Alert 2?


Discemus gubernaculum esse movendum.

Quod verum putaveram esse particulam

pro viribus agendum est, vim totam adhibebibus.

Ad haec nos paremus?

 

Mundos aperit portam.

 

Venenum invasit sanguinem et venas,

iniectum damnosus cogitatis tuis.

Non morbum transferunt in te res humanae,

sed pavor, internus te infirmat prorsus.


#5 Terminal Velocity

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Posted 12 April 2018 - 12:18 AM

You need to create a String Table (.csf file). You can do it with XCC Mixer, or download a nice tool called Turbo String Table Editor. From what I understand, that file has to be placed in a game's root directory and must be named stringtablexx.csf (replace xx with a number).


Edited by Terminal Velocity, 12 April 2018 - 12:22 AM.

MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#6 DoctorEvil

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Posted 12 April 2018 - 07:58 PM

Hmmm ... this sounds good, thanks. I'll try this out. I assume that this only works in skirmish, unless the players also download the .csf-file manually.  


Discemus gubernaculum esse movendum.

Quod verum putaveram esse particulam

pro viribus agendum est, vim totam adhibebibus.

Ad haec nos paremus?

 

Mundos aperit portam.

 

Venenum invasit sanguinem et venas,

iniectum damnosus cogitatis tuis.

Non morbum transferunt in te res humanae,

sed pavor, internus te infirmat prorsus.


#7 Derxwna Kapsyla

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Posted 12 April 2018 - 09:19 PM

If you make and distribute maps with custom text, you'll need to distribute the .csf file to go along with it.






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