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PR Mayhem 2 Problem!


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#1 THEEVERGOD

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Posted 13 June 2006 - 07:11 PM

PR Mayhem 2 is almost done, well on the side of adding in objects and doing the terrain up :lol: , (about 50% of the map completed). But I need some help I want to put waves in my map but can't. I downloaded the WAK EDIT Version 2.00, but I can't seem to get it to work on my map, I not sure if I am doing something wrong or if WAK EDIT Version 2.00 only works with command and conquer generals and not zero hour, or simply if it is the map. Could someone help me ;) ?
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#2 Karlos Vandango

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Posted 13 June 2006 - 08:42 PM

well if im correct ur trying to create an aod (art of defense) map or as they say it

and adding waves just requires a little advanced scripting nobody should be able to help you
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#3 Soul

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Posted 13 June 2006 - 08:58 PM

Will this map come with PR 8.0 cuz I love AOD maps but it would be cool if u could have comp allys in an AOD game.
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#4 00 Nobody

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Posted 13 June 2006 - 10:08 PM

Sorry Man, I never figured out how to make waves... Spartan117 knew how, but not me...
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#5 Bob

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Posted 14 June 2006 - 07:01 AM

*******************************************
***** WAK EDIT Version 2.00 *****
***** By Simon Platten And Snatters *****
*******************************************

This utility allows you to easily create waves for Command and Conquer Generals
Maps.

It is intended as a supplemental to the WorldBuilder tool which at the time of
writing does not have any support for WAK files or the creation of waves.

To add waves to your maps switch to a top down view and create a series of
waypoints. The first waypoint should be called

CoastStartN...where N is the number assigned to the coast line, eg. 1

each waypoint you create after this forms part of the coast line.

The last waypoint of the coastline should be called CoastEndN.

You can have multiple coastlines in your map.

Use the File->Dump Map to File menu option to create a text file of your map,
this file is saved in the same location as the WorldBuilder.exe and is called

YourMapName.map.txt

Start WakEdit and click on the import button, browse to the dumped file and select
it...If any coastlines are found a coastline dialog will appear, this give you the
chance to choose a wave type and also a direction for the waves...you can also fine
tune the waypoint co-ordinates here before accepting.

Once you accept the coastline it will generate all the waves for you...You can then
save the WAK file which must be save in the same folder as your map file with the same
name as your map file but with the .WAK extension. ... (yada yada)

------------

Ok, here's one thing it doesn't tell you, and that I got hung up on until I noticed it. When you do your Save As. and you see your maps name. If it has a .map at the end of it already remove it. Then You need to make sure to type in at the end of the name .wak

Now I know that sounds goofy, especially when you look in the next box down named, 'Save as type', and the box already says it will save it as a WAK file. But for some reason it actually wont save it as a .wak file unless you put the .wak extension at the end of your maps name manually.

Then if you've done everything else right in the README instructions file right, you should see your waves.

Happy maps making. Can't wait to play them. :blink:
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- Bob

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#6 THEEVERGOD

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Posted 14 June 2006 - 09:27 AM

@ Bob

As it didn't say in the instruction to do that I didn't, (i was wondering why it always was coming up as a text file instead of a WAK file) so hopfully it should work if I do that, I let you know what happens. Thanks bob :grin: .

@ Forgotten_Soul

The map will not be with PR 8.0 but on the forms when it done, unless Vanguard feels it is of a worthy nature to be included as an official PR map :p . Athough it will not be fully completed until the release of PR 8.0, as it is to be a naval map and I will be putting in tec navalyards on the map ;) . Also as my city is so big I could only manage to fit three players, so you can have a two on one battle, one on one battle, three player all against all or a two against you battle :huh: .

@ Everyone

This map is the most hardest worked on map I have ever done, it will include the big city with a big shopping center, hospital, housing and more (Done). Textures on land and sea to create a realistic look to the map (Done). Some bumpy terrain on land, but mostly flattened by the city (Done). Rocks, deep groves, higher land and bumpy terrain along the sea floor (Done). Waves along the shoreline of this single island (Hopefully done tonight). Cars driving along the streets park for a little while drive some more (Not done). Oil rigs going around and stopping off at the petrol stations and stopping at the oil collection point to refill (Not done). Last of all civilian people walking on the streets stopping at houses, (if possible going into places and coming out) (Not done). Also I hope to get the AI to garrison lots of buildings around the map to fortify their positions, so all players around the map rush to garrison as many of the civilian structures as they can to gain a field advantage on the map. Also if I can get the civilian people to go into building it will stop players being able to enter them buildings unless they clear the building. Screens will be coming soon, I have already taken them just got to upload them :blink: .

Edited by THEEVERGOD, 14 June 2006 - 10:23 AM.

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#7 PR 4 @LL!!!

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Posted 14 June 2006 - 03:01 PM

:blink: [i] very nice.
VEry nice indeed. :grin:
it would give a nice finish if you like add those sharks in the water. and at the end of the city put some contruction yards to make it look like its expanding....

if it possible why dnt u make it so if you choose a 2 on you the AI would start with a few garisioned buildings at the start to make a rush impossible.

heres an off topic idea: (sorry)
make the timer in the reinforcement pad like 5mins but it will drop off like 3 tanks and 5 inf or summit like dat ?

Edited by PR 4 @LL!!!, 14 June 2006 - 03:05 PM.


#8 00 Nobody

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Posted 14 June 2006 - 03:19 PM

TEG, I'll tell you this much. Unless you wanna spend about 5 minutes per car setting up timers and very complex waypoint paths (and since this is a big city, there should be plenty of cars), don't do the car thing. Same thing for people. Look at what the ppl in Desert Legends do. They simply wander around. Do that for the people and have the cars on teams which go on specific paths around the city.

For Example:

If:
True

Then:
Team C1 follows waypoint path C1, as a team is (false).
Team C2 follows waypoint path C2, as a team is (false).
Team...


Just name one team for cars C1, and have a waypoint path for them that's called C1, and here's a rule of thumb: Always have it set as false for the as a team part, so they won't aciddentaly drive into a wall trying to stay as a team (stay in the formation they're in when put in).

REMEMBER:
Create the teams, but remember to select the vehicles you want on the team (not in the team creation window) and click on the 'Owner:' pullout menu, and select the name of the team. I've done this with people so I don't have cars wandering around, only people.

What I did in Desert Legends:

<default team>
Teamwalk

(note: this is just a list of teams, and default team is always there, so I made the Teamwalk one)

Teamwalk information:
Don't even mess with anything in there except giving it a name

Scripts:

If:
True

Then:
Team Teamwalk wanders around current location, as a team is (false)


And that's it. I'm pretty sure there's an as a team option for wander, but I'm not sure, only used the script one time in Desert Legends.

For some other things though...

Player:
Monsters
Teams:
lambush1
lambush2
lambush3
(light ambush=lambush)

Team info: lambush1
2 units of type: Scorpion
3 units of type: Tunnel Defender
3 units of type: Flamethrower
5 units of type: Rebel

lambush2
2 units of type: Scorpion
3 units of type: Tunnel Defender
3 units of type: Flamethrower
5 units of type: Rebel

lambush3
2 units of type: Scorpion
3 units of type: Tunnel Defender
3 units of type: Flamethrower
5 units of type: Rebel


Remember to keep it simple (the names), and they're all the same because if they were all one team, you wouldn't get money for killing one ambush point (where those ppl are that shoot you in the desert), you'd have to destroy them all. That should help you out.

Edited by 00 Nobody, 14 June 2006 - 03:22 PM.

00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#9 THEEVERGOD

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Posted 14 June 2006 - 10:39 PM

Thanks 00 Nobody, that will help alot and save me some time.

@ everyone the waves are now done (with that help from bob, thanks ;) ) and now with 00 Nobody help on the cars and people it should be done sooner. I think it time to post up some screens :p .
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#10 00 Nobody

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Posted 14 June 2006 - 11:52 PM

Anything for a fellow mapmaker.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#11 THEEVERGOD

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Posted 14 June 2006 - 11:52 PM

Screens:

In all screens you will be able to see the snow effect added to the map as well :huh: !

As the war wages on against the GLA general, both take to the airport for a mighty battle. I think the flight's will be delay :p .

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Latter the airport is not looking to good, I think that it will need a lot of repairs at the end ;) .

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An old base used by USA small and hidden from the enemy where they could reinforce from with out any sign of attack. A couple of years latter abandon by the city that was built here after the great war preserved this base and are repairing it for viewing of the public. But as you can see the defenses are still very active and the GLA forces are using them for their own benefit.

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The battle has now lasted long and hard and quite a bit of city is left in ruins, probably many cilivan injured and major damage repair bills for the town.

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The city has been kind enough to lend a helping hand a provide supplies from their warehouse, although any player is welcome to the spoils so get in their fast and fend of any other that may also want those supplies.

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Where's the PR billboard? I hope that no one is offended by this picture, many looking towards CnC RenEclips staff :p :) .

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The city oil supply come form their main oil depot, tanker trucks run around filling petrol station with the drilled oil found in the island.

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The city power can come in very useful in power play, as it does not take off any cash off your fund unlike the ones you have to build (apart for the ranger cost and the capture building cost.) although your enemies will set their sites on it too so get out their and get capturing.

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Let us go back to the airport, which is now almost the rest of the rubbles city remains fallen to the war, it clears way for the tank rushes from all the player. Although after the war the city will have a lot of work on their hands.

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The local chemical factor and bunker many for medical research, has been burned down to the ground many by me ha :lol: ! But in destroying these building I have unleashed the bio chemicals within killing and destroying all life exposed.

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The local car dealer, I decided I did like any of their makes so I though I do a bit of remolding, many blowing up things :) .

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Going way back to the start of the war my found the local very friendly, letting us use their housing and other buildings, meaning, "we can fire through the window" ;) .

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Wow a shopping center maybe I can get a machine gun half price, or a bazooka buy one get one free :cool: !

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Lastly you can see the new waves in game, cool ^_^ .

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Edited by THEEVERGOD, 15 June 2006 - 12:00 AM.

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#12 Bob

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Posted 15 June 2006 - 12:48 AM

Excellent work. I can't wait to play your map and see the sights. ;)
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#13 THEEVERGOD

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Posted 14 September 2006 - 02:03 PM

Hey PR Mayhem 2 is back in the works, I have started work on it again and have come out with two new buildings. A police station and fire station, screens comming soon.
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#14 Vanguard

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Posted 14 September 2006 - 03:35 PM

The Billboard is for resources and people who helped make PR. I don't need a billboard for the mod you're playing to feel secure. BTW, I need to speak with you EVERGOD. Mainly about base layouts. If you wouldn't mind getting with me on the chat sometime today or adding me to an IM program that is.
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#15 00 Nobody

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Posted 14 September 2006 - 10:48 PM

cool, TEG's back!
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#16 THEEVERGOD

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Posted 18 September 2006 - 01:22 PM

The Billboard is for resources and people who helped make PR. I don't need a billboard for the mod you're playing to feel secure. BTW, I need to speak with you EVERGOD. Mainly about base layouts. If you wouldn't mind getting with me on the chat sometime today or adding me to an IM program that is.


Sorry I haven't been on for a couple of days, doing A2 work, but yer sure I PM you my hotmail account so we can talk on MSN, just email me to let me know when you wanna talk (time, day), it will have to be about 5pm though as most days I get home about 4:20.
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#17 00 Nobody

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Posted 18 September 2006 - 11:01 PM

Uh, a couple days? more like a couple MONTHS. Sorry, just sayin.

BTW, you should try some of the new maps I've released, preferably BattleTanx 3: Full Frontal Assault
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#18 THEEVERGOD

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Posted 19 September 2006 - 12:02 PM

Uh, a couple days? more like a couple MONTHS. Sorry, just sayin.

BTW, you should try some of the new maps I've released, preferably BattleTanx 3: Full Frontal Assault


When I said a couple of days I meant sice vanguard asked to talk with me!
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#19 00 Nobody

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Posted 19 September 2006 - 10:01 PM

Ahh.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
BattleTanx
Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!




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