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Need some help with mapping


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#1 Divine

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Posted 29 October 2018 - 01:44 PM

I know, a bit off-topic. But I'm making the map for MO so it's somewhat relevant.

 

1: Is there a way I can change the color of the Civilian house on a multiplayer map? The light grey recolor on civilian buildings is ugly AF, and ruins the scenery. I'd prefer it to be a color that matches the rest of the buildings. Simply changing the color of the house in the map editor does not seem to work.

 

2: I want some neutral units that would change their house ot the player's who first find them. Basically, a prison camp with slaves, whoever first knocks down the fence would free them. I know how to make units change house to a specific player, but not how to choose the player based on this specific criteria.

 

3: Civilian gates, that should open to any players' units. I think it has to do with setting allies to the Civilian house, but I can't find the right format.

 

I'd very much appreciate some insight.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#2 Starkku

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    Putting the Pro' in 'Procrastination'

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Posted 30 October 2018 - 07:32 AM

1. House settings on multiplayer maps are ignored. Color of the Neutral / Special houses/countries in MP is also hardcoded.

 

2. Some events like 'Entered by...' allow using players at specific spawn locations as parameters, this would allow you to create a trigger per each of the player spawn locations and one that is first sprung would disable all others. Problem is that 'Entered by...' and other events that could be used for this are generally attached to celltags or buildings, and only one can be attached at time. I believe it is possible to 'chain' them in a way that'd allow all of them to be sprung at once (but only those whose event(s) would be satisfied to actually execute) by using the attached triggers and repeating mode, but not sure how well that would work here.

 

3. Civilian/Neutral house/country is not allied with any of the players. Special/JP should be but I think the spawner element used by the game client to launch games directly changed some aspects of this so I am unsure if it would still work. Worth a shot, though.


Edited by Starkku, 30 October 2018 - 07:36 AM.

eWPQbKY.png


#3 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

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Posted 30 October 2018 - 12:55 PM

1. House settings on multiplayer maps are ignored. Color of the Neutral / Special houses/countries in MP is also hardcoded.

 

2. Some events like 'Entered by...' allow using players at specific spawn locations as parameters, this would allow you to create a trigger per each of the player spawn locations and one that is first sprung would disable all others. Problem is that 'Entered by...' and other events that could be used for this are generally attached to celltags or buildings, and only one can be attached at time. I believe it is possible to 'chain' them in a way that'd allow all of them to be sprung at once (but only those whose event(s) would be satisfied to actually execute) by using the attached triggers and repeating mode, but not sure how well that would work here.

 

3. Civilian/Neutral house/country is not allied with any of the players. Special/JP should be but I think the spawner element used by the game client to launch games directly changed some aspects of this so I am unsure if it would still work. Worth a shot, though.

Isn't there a way to pass the triggering house to the action? Event "59 Entered Or Overflown By..." has the following description: "Triggers when unit, infantry, or aircraft move over this cell. <THEM = House of entering unit>". I tried to figure out if "THEM" can be used as a keyword somehow like how you can reference players by their starting points, but so far, no success. Also isn't it possible to use a single trigger with multiple events, one Entered By... or similar for each player?


Edited by Divine, 30 October 2018 - 12:56 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#4 Starkku

Starkku

    Putting the Pro' in 'Procrastination'

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  • Location:Finland
  • Projects:Project Phantom
  •  Developer of Project Phantom mod for C&C: Yuri's Revenge.

Posted 30 October 2018 - 06:06 PM

Isn't there a way to pass the triggering house to the action? Event "59 Entered Or Overflown By..." has the following description: "Triggers when unit, infantry, or aircraft move over this cell. <THEM = House of entering unit>". I tried to figure out if "THEM" can be used as a keyword somehow like how you can reference players by their starting points, but so far, no success. Also isn't it possible to use a single trigger with multiple events, one Entered By... or similar for each player?

 
No, hence why I mentioned creating multiple triggers, one per each player. And events listed for single trigger have to all be satisfied for the trigger to execute, not just one of them.


Edited by Starkku, 30 October 2018 - 06:06 PM.

eWPQbKY.png


#5 Divine

Divine

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Posted 30 October 2018 - 06:33 PM

 

Isn't there a way to pass the triggering house to the action? Event "59 Entered Or Overflown By..." has the following description: "Triggers when unit, infantry, or aircraft move over this cell. <THEM = House of entering unit>". I tried to figure out if "THEM" can be used as a keyword somehow like how you can reference players by their starting points, but so far, no success. Also isn't it possible to use a single trigger with multiple events, one Entered By... or similar for each player?

 
No, hence why I mentioned creating multiple triggers, one per each player. And events listed for single trigger have to all be satisfied for the trigger to execute, not just one of them.

 

I see. I was kinda confused by the trigger type - there is One time OR and One time AND, I thought it is meant for events. Anyway. One trigger for each player, then. The problem then remains that celltags and attached triggers can accept only one trigger. I guess I will try what you first wrote, chaining them with attached triggers.

 

EDIT: I tried it, and it actually works. Wonderful! Thank you very much for your help.


Edited by Divine, 30 October 2018 - 06:45 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#6 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

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  • Location:Hungary

Posted 06 November 2018 - 07:18 PM

1. House settings on multiplayer maps are ignored. Color of the Neutral / Special houses/countries in MP is also hardcoded.

 

2. Some events like 'Entered by...' allow using players at specific spawn locations as parameters, this would allow you to create a trigger per each of the player spawn locations and one that is first sprung would disable all others. Problem is that 'Entered by...' and other events that could be used for this are generally attached to celltags or buildings, and only one can be attached at time. I believe it is possible to 'chain' them in a way that'd allow all of them to be sprung at once (but only those whose event(s) would be satisfied to actually execute) by using the attached triggers and repeating mode, but not sure how well that would work here.

 

3. Civilian/Neutral house/country is not allied with any of the players. Special/JP should be but I think the spawner element used by the game client to launch games directly changed some aspects of this so I am unsure if it would still work. Worth a shot, though.

Well, my map is almost ready, no small part thanks to the help you've provided. I reopened the thread tho, because I have one more question. How can I make a PNG preview for the map? C&C Map renderer has a function to replace the map preview with the thumbnail it creates, but it's JPG with horrible resolution, and I see no way to change that. I assume that the preview is somehow encoded in [PreviewPack].


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread




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