BFME 2 Arena maps
#1
Posted 03 April 2006 - 10:32 PM
#2
Posted 04 April 2006 - 01:31 AM
Also, you could try teleporting the fortress out to a border region waypoint?
Don
have a great day
#3
Posted 04 April 2006 - 08:56 AM
i think that Kelso's way of making an indestructable object off the map with something in it's kindof might be the best
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#4
Posted 04 April 2006 - 03:48 PM
Save the environment, use green text
Some Bullshit Somewhere
#5
Posted 04 April 2006 - 04:00 PM
Ok sorry, but I know what you are talking about, I have played MANY gladiator and Arena maps. That is not the problem! I know how to place a fortress outside tha map's border, I did it in BFME 1 all the time, the problem here is I want to get rid of the fort that automatically spawns on the Player_#_Start waypoint.
To 2PlayGames:
I looked in the playertemplate.ini to see if this was a quickfix like the porter solution, but didn't find ANYTHING relevant to forts.
To Don:
Your solution looks like the most likely to suceed, ill try it and see.
EDIT: YIKES!!! I found what 2PlayGames saw in playertemplate! How could I have missed that...
EDIT 2: Darn it! Didn't work like the porter thingy... :( I typed in:
StartingBuilding = NONEand the Fortress still spawns...
EDIT 3: It works... I had the INI in the wrong folder
Edited by Fingulfin, 04 April 2006 - 06:02 PM.
#6 Guest_Guest_*
Posted 13 April 2006 - 05:42 PM
Thanks.
#7
Posted 14 April 2006 - 09:30 AM
PlayerTemplate FactionMen StartingBuilding = NONE End PlayerTemplate FactionElves StartingBuilding = NONE End ...
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#8 Guest_Guest_*
Posted 14 April 2006 - 09:58 AM
Then trigger the major damage to all of teams' units and buildings to trigger the victory/loss system
THis may not be neccessary in all maps.
Don
have a great day
#9 Guest_Boogieman_*
Posted 14 April 2006 - 05:34 PM
After I have copyed the maps in to the C:\Documents and Settings\Your login name\Application Data\My Battle For Middle Earth™ II-files.
I cant find them in the game. How do I fix that, or what should I do now??
Plz anser :O
#10
Posted 01 May 2006 - 06:53 PM
Even if you get ??? in the script , it will work fine and dosn't matter. After this, use object names and place a condition (IE< PLAYER START) and pick the corrdinates and direction.
I would suggest for the easy of building, build the walls or keeps to your liking, write down each peice as an object name (however u want to organize it) on paper along with their current object stats, IE X,Y,Z, and facing. Then write this all in a script with your conditions. Mind you this is ALLLLOT of work, but it can be done without changing anything in the INI effecting online play. It will work just like all maps you can download in game.
Xnode
Edited by xnode, 01 May 2006 - 06:56 PM.
#11
Posted 02 May 2006 - 01:57 AM
This forum is for people's reference, and his is a valid piece of information.
Don
have a great day
#12
Posted 05 May 2006 - 02:31 PM
*** IF *** True. *** THEN *** Store the number of object 'ElvenArwen' owned by Player 'Player_1' to the counter 'player1counter' *** IF *** Counter 'player1counter' IS Equal To 0 *** THEN *** All of Player 'Player_1''s buildings and units are dealt a lethal amount of damage.
this way the building that is outside never able to be touched will be destroyed, Now the key here (and a long process) is going down the list of all units and keep track of these units that team can build. While timers lag a game I did find counters don't seem to have any effect. So it's a good way to make the game end it for a player based on units only and no buildings. So if you start the player with a unit, no matter what if any units built or pre-built will be on these counters, once there are none of any type for that player (even thou they have a building outside the playable zone) they will still be eliminated by using the script to destroy everything associated with that player IE buildings.
As far as controlling none spawns at the start of the game u can do this...
This can be done using scripts. Make the first script with the Action: Scripting -> Object List -> Add object to list. Choose a name for the list, say 'Porters', and in the type of unit, choose MenPorter for Men, WildPorter for Goblins, etc. Create a new action for each builder type, but keep the same Object list name.
Next make a script on looping, and set the action to: Scripting -> Rferences -> Set Reference to object type of player nearest team. For the object type, look for a folder named 'Object List' in the list that comes up, and select the object 'Porter' in it (the name of your object list). Select the player and the team as the team of the player (for eg. teamPlayer_1 for Player_1) and create a name for this reference, say, 'ThePorters'. Create new actions or new scripts for each player, and set different reference names for each.
Next create a third script on looping. For the action, choose: Unit (includes Structures) -- Other -> Damage or Remove -> Delete a specific unit. For the unit, locate the reference name for your Porters, in this example 'ThePorters'. You should find your Builders destroyed in the game.
You can also remove the Builders' dying sound effects by creating another script, and setting the Action as: Audio - > Sound Events - > Sound Events -- disable type. Choose the sounds, such as the 'MenBuilderVoiceDie', and in a new script 'CampSoldierDieBuilder' f or the Men of the West builder sounds. This will disable these sounds for added effect.
There is one way to avoid Fortress from being spawned. When you have placed the Player Start Point, in the Options box, set the Waypoint to 'Beacon'. This way, a fortress will not spawn. However, remember that the player must have atleast one starting building or else the player will be defeated.
An alternative is to create the Player Start Point outside the border of the map, but this is not recommend as the camera start at the side of the screen, and it can be difficult to select a start location before game starts.
Xnode
Edited by xnode, 05 May 2006 - 02:39 PM.
#13
Posted 06 May 2006 - 08:31 PM
I want the old Gondor Camp Keep to act as a fortress
This is actually very easy. Place the keep under the WOR folder on the map where the fortess would be. Make Player_1 the owner. Place a waypoint in front of the keep and label it Player_1_Start. On the waypoint window, change "waypoint" option from Normal to Beacon.
And now, you have the keep instead of the fortress.
I want the old Gondor Camp Keep to act as a fortress
This is actually very easy. Place the keep under the WOR folder on the map where the fortess would be. Make Player_1 the owner. Place a waypoint in front of the keep and label it Player_1_Start. On the waypoint window, change "waypoint" option from Normal to Beacon.
And now, you have the keep instead of the fortress.
#14 Guest_KlumpeL_*
Posted 06 October 2012 - 09:25 PM
#15
Posted 07 October 2012 - 11:53 AM
Side = WOR
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