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BFME 2 Arena maps


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#1 Fingulfin

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Posted 03 April 2006 - 10:32 PM

I dont care if this takes me 6 hours to do, I want to make it so that your faction can survive on a map without having a fortress. I want the old Gondor Camp Keep to act as a fortress and allow the player to stay alive, which it doesnt. The only way I can think of to get rid of the starting fort is to use scripts, but that would remove ALL of that players forts on the map, resulting in a loss. Anyone know a map.ini way to make it so the fort DOESNT spawn at the start of a map??? Input would be GREATLY appreciated!
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#2 Gumby22don

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Posted 04 April 2006 - 01:31 AM

Isn't there a TypeOf that is REQUIREDFORVICTORY or something. I can't remember what it was and I'm just rebuilding my machine. I would think you could try defining something else to that type, and make it indestructible, and possibly invisible or some such, then replace the fortress with this one, and bingo... (call this a basic idea that might be worth trying)

Also, you could try teleporting the fortress out to a border region waypoint?

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#3 Bart

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Posted 04 April 2006 - 08:56 AM

the starting fortress can be removed in a map.ini (check out playertemplate.ini).

i think that Kelso's way of making an indestructable object off the map with something in it's kindof might be the best
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#4 Hostile

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Posted 04 April 2006 - 03:48 PM

Your solution comes from an old generals mapping trick. Place your fortress out of view by placing it at the maps edge and limit the viewable border size so the player can't see it, than use script conditions for mission failure to distroy this fortress, thereby ending the game.

#5 Fingulfin

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Posted 04 April 2006 - 04:00 PM

To Hostile:
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... :blink:

EDIT 2: Darn it! Didn't work like the porter thingy... :( I typed in:
StartingBuilding			= NONE
and 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.

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#6 Guest_Guest_*

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Posted 13 April 2006 - 05:42 PM

Instead of making a new topic, I'll post it here. Do you open .ini with BIG EDITOR the find playertemplate.ini, do you just then edit all StartingBuildings to NONE?

Thanks.

#7 Bart

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Posted 14 April 2006 - 09:30 AM

no, you put this in map.ini:

PlayerTemplate FactionMen
  StartingBuilding = NONE
End

PlayerTemplate FactionElves
  StartingBuilding = NONE
End

...

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#8 Guest_Guest_*

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Posted 14 April 2006 - 09:58 AM

Also, if you want to have a victory condition that triggers the proper win/loss, chuck a few barracks of any side of the side of your map, and give them to the player_1_team, 2_team etc.

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
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#9 Guest_Boogieman_*

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Posted 14 April 2006 - 05:34 PM

Hello. I got a problem with adding new maps, and when I'm making them.

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 xnode

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Posted 01 May 2006 - 06:53 PM

got me what all the issue is here, do a call object, the command script that creats the object (U DONT put in on the map u are building it will build during the game).

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.

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Edited by xnode, 01 May 2006 - 06:56 PM.


#11 Gumby22don

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Posted 02 May 2006 - 01:57 AM

He's talking about scripting fortresses or buildings to spawn for a player, so you don't get the problem of not having military buildings being game over for the player. The unit reference allowing rotation is pretty handy, and gives a better ability to place starting fortresses for players which have entrances facing the way you (as map designer) want.

This forum is for people's reference, and his is a valid piece of information.

Don
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#12 xnode

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Posted 05 May 2006 - 02:31 PM

hmm well to make the game able to continue playing , you can cheat in away, i found puting a building outside the borders and then adding a script....


*** 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 alfreak1

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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_*

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Posted 06 October 2012 - 09:25 PM

I know it has been a LONG time, but how do you move the keep into the WOR folder?

#15 Ridder Geel

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Posted 07 October 2012 - 11:53 AM

make the side of the object like this:
Side            = WOR

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