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PR Mayhem 2 Beta Release!


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#41 THEEVERGOD

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Posted 04 June 2007 - 11:54 PM

I don't mind that all I want if for them to use the shipyards, even if they just do what they have been told. Maybe in the future we will be able to create adaptive AI, but until then I will be fine just with the AI I can tell to what to do!!!
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#42 00 Nobody

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Posted 05 June 2007 - 01:12 AM

Well heres the thing. To make it be really good AI, it has to be a preset side/general. Since this is more or less a melee map, you cannot do this. Besides, you have to do buildlist stuff (this is how to make them build buildings), and since the side may differ, they may try to build in another base.
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Operation: The Dragon's Den
Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#43 THEEVERGOD

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Posted 05 June 2007 - 10:58 PM

Well the default AI scripts allow them to build within their boundaries, so I shouldn't see why when Dutchygamer releases his tutorial about editing the base-building AI I should not be able to add in for them to build the shipyard. The only problem may be on placement as I can not grantee that they will build it facing the water and so ships may be built on land. And if that happens then the only way to get around that would be to do buildlist stuff which like you said may lead to them wanting to build in other bases. Although first I see what sort of stuff I can do with Dutchygamer tutorial to see if there is a way around that. But since he hasn't released it yet we'll just have to wait. Although I still doing other stuff for the map so I got stuff to fill the time!!!
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#44 THEEVERGOD

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Posted 06 June 2007 - 01:08 AM

I have now nearly finished with the ships configuration :blink: , but there is just one last thing which I want to do :ninja: . I want to give the Demolition generals ships the demolition upgrade so they can self-detonate on command, like the rest of the unit but do not know how to as I will have to first put the demolition command button in the command set for the ships which I don't know how to access vehicles command set, I only know how to access building command sets. And then I think the rest is pretty simply after that but if you could, could you give me all that I would need in terms of examples of code.

Thanks in advance :ninja: ,
TEG :lol: .
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#45 00 Nobody

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Posted 06 June 2007 - 03:00 AM

the commandset system is exactly the same for infantry, vehicles, air units, and structures. If you do this:

weaponset
...
...
SuicideDummyWeapon (or whatever it is)
End

...Commandset
1 = ...
2 = ...
...
14 = (the command for demolition activation)

just look throught the .ini files for PR and go through the demolition general units, you'll find what you need.
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!

#46 THEEVERGOD

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Posted 06 June 2007 - 11:45 PM

Now I have tried that but have gotten in a bit of a tangle as I could not get it working using purly that :D so I added in things that I saw on unit that had the upgrade coming up with the below :) , although I sure most of it is right I just don't know what bit are wrong :) !! Here are the three units with all their code that I am tring to add the suicide weapon to:

;GLA-Demo General RocketBoat----------------------------------------

 Object Demo_GLAVehicleRocketBoat

   DisplayName	   = OBJECT:DemoSCUDBoat
   Side			  = GLA
   EditorSorting	 = VEHICLE

   ArmorSet
	 Armor		   = MissileBoatArmor
	 DamageFX		= DefaultDamageFX
   End

   WeaponSet
	 Conditions = None
	 Weapon = PRIMARY Demo_ScudTruckWeapon
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
  Prerequisites
	 Object = Demo_GLAPalace
   End
   BuildCost		= 1500
   BuildTime		= 8
   VisionRange	 = 180
   ShroudClearingRange = 300
   ExperienceValue = 50 50 100 150;Experience point value at each level
   ExperienceRequired = 0 100 200 400;Experience points needed to gain each level
   IsTrainable = Yes;Can gain experience
   CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
   CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
   CommandSet			  = Demo_GLAVehicleRocketBoatCommandSetSEC
 End 

 CommandSet Demo_GLAVehicleRocketBoatCommandSetSEC
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End

 CommandSet Demo_GLAVehicleRocketBoatCommandSetUpgrade
   9 = Demo_Command_TertiarySuicide
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End
 
  AddModule ModuleTag_DeathDRb_Override
   Behavior = SlowDeathBehavior ModuleTag_DeathDRb
	 DeathTypes		  = NONE +SUICIDED +EXPLODED
	 SinkDelay		   = 3000
	 SinkRate			= 0.5; in Dist/Sec
	 DestructionDelay	= 8000
	 FX				  = INITIAL FX_TerroristExplode
	 FlingForce		  = 8
	 FlingForceVariance  = 3
	 FlingPitch		  = 60
	 FlingPitchVariance  = 10
   End
 
  AddModule ModuleTag_FireWpnGLADa_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLADa 
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = ALL
   End;

  AddModule ModuleTag_FireWpnGLADb_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLADb
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = NONE 
   End
   
  AddModule ModuleTag_WpnUpgGLAd_Override
   Behavior = CommandSetUpgrade ModuleTag_WpnUpgGLAd
	CommandSet = Demo_GLAVehicleRocketBoatCommandSetUpgrade
	TriggeredBy = Demo_Upgrade_SuicideBomb
	End
   End
  End

;GLA-Demo General QuadBoat----------------------------------------

 Object Demo_GLAVehicleQuadBoat

  DisplayName	   = OBJECT:QuadBoat
   Side			  = GLA
   EditorSorting	 = VEHICLE

   ArmorSet
	 Armor		   = QuadBoatArmor
	 DamageFX		= DefaultDamageFX
   End

   WeaponSet
	 Conditions = None
	 Weapon = PRIMARY QuadCannonGun
	 Weapon = SECONDARY QuadCannonGunAir
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
   WeaponSet
	 Conditions = CRATEUPGRADE_ONE
	 Weapon = PRIMARY QuadCannonGunUpgradeOne
	 Weapon = SECONDARY QuadCannonGunUpgradeOneAir
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
   WeaponSet
	 Conditions = CRATEUPGRADE_TWO
	 Weapon = PRIMARY QuadCannonGunUpgradeTwo
	 Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
  Prerequisites
	 Object = Demo_GLAPalace
   End
   CommandSet = Demo_GLAVehicleQuadBoatCommandSetSEC
 End 

 CommandSet Demo_GLAVehicleQuadBoatCommandSetSEC
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End

 CommandSet Demo_GLAVehicleQuadBoatCommandSetUpgrade
   9 = Demo_Command_TertiarySuicide
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End
 
  AddModule ModuleTag_DeathDQd_Override
   Behavior = SlowDeathBehavior ModuleTag_DeathDQd
	 DeathTypes		  = NONE +SUICIDED +EXPLODED
	 SinkDelay		   = 3000
	 SinkRate			= 0.5; in Dist/Sec
	 DestructionDelay	= 8000
	 FX				  = INITIAL FX_TerroristExplode
	 FlingForce		  = 8
	 FlingForceVariance  = 3
	 FlingPitch		  = 60
	 FlingPitchVariance  = 10
   End
 
  AddModule ModuleTag_FireWpnGLAD2a_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLAD2a 
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = ALL
   End;

  AddModule ModuleTag_FireWpnGLAD2b_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLAD2b
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = NONE 
   End
  
  AddModule ModuleTag_WpnUpgGLAd2_Override
   Behavior = CommandSetUpgrade ModuleTag_WpnUpgGLAd2
	 CommandSet = Demo_GLAVehicleQuadBoatCommandSetUpgrade
	 TriggeredBy = Demo_Upgrade_SuicideBomb
	End
   End
  End

;GLA-Demo General PTBoat----------------------------------------

 Object Demo_GLAVehiclePTBoat

   DisplayName	   = OBJECT:DemoPTBoat
   Side			  = GLA
   EditorSorting	 = VEHICLE
   ArmorSet
	 Armor		   = PTBoatArmor
	 DamageFX		= DefaultDamageFX
   End
   WeaponSet
	 Conditions = None
	 Weapon = PRIMARY TechnicalMachineGunWeapon
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
   WeaponSet
	 Conditions = CRATEUPGRADE_ONE
	 Weapon = PRIMARY MonitorTankGun
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End
   WeaponSet
	 Conditions = None
	 Weapon = PRIMARY HowitzerGun
	 Weapon = TERTIARY TerroristSuicideNotARealWeapon
	 AutoChooseSources = TERTIARY NONE
   End 
  Prerequisites
	 Object = Demo_GLAPalace
   End
   BuildCost		= 1200
   BuildTime		= 5
   VisionRange	 = 180
   ShroudClearingRange = 300
   ExperienceValue = 50 50 100 150;Experience point value at each level
   ExperienceRequired = 0 100 200 400;Experience points needed to gain each level
   IsTrainable = Yes;Can gain experience
   CrusherLevel		   = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
   CrushableLevel		 = 2;What am I?:		0 = for infantry, 1 = for trees, 2 =  general vehicles
   CommandSet = Demo_GLAVehiclePTBoatCommandSetSEC
 End 

 CommandSet Demo_GLAVehiclePTBoatCommandSetSEC
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End

 CommandSet Demo_GLAVehiclePTBoatCommandSetUpgrade
   9 = Demo_Command_TertiarySuicide
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
 End
 
  AddModule ModuleTag_DeathDPT_Override
   Behavior = SlowDeathBehavior ModuleTag_DeathDPT
	 DeathTypes		  = NONE +SUICIDED +EXPLODED
	 SinkDelay		   = 3000
	 SinkRate			= 0.5; in Dist/Sec
	 DestructionDelay	= 8000
	 FX				  = INITIAL FX_TerroristExplode
	 FlingForce		  = 8
	 FlingForceVariance  = 3
	 FlingPitch		  = 60
	 FlingPitchVariance  = 10
   End
 
  AddModule ModuleTag_FireWpnGLAD3a_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLAD3a 
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = ALL
   End;

  AddModule ModuleTag_FireWpnGLAD3b_Override
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_FireWpnGLAD3b
	 DeathWeapon   = Demo_SuicideDynamitePackPlusFire
	 StartsActive  = No
	 TriggeredBy   = Demo_Upgrade_SuicideBomb
	 DeathTypes = NONE 
   End
 
  AddModule ModuleTag_WpnUpgGLAd3_Override
   Behavior = CommandSetUpgrade ModuleTag_WpnUpgGLAd3
	 CommandSet = Demo_GLAVehiclePTBoatCommandSetUpgrade
	 TriggeredBy = Demo_Upgrade_SuicideBomb
	End
   End
  End

Do you know whats wrong with it ;) ??

Edited by THEEVERGOD, 07 June 2007 - 12:01 AM.

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#47 00 Nobody

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Posted 08 June 2007 - 12:52 AM

Yes. look at all of his unit's weaponsets. there are 2 or more for all of them. dont use the terrorist weapon, there is a weapon that activates when you use the suicide button. Look through it. I cant tell you the exact name, but i know its there because i recall seeing it.
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!

#48 THEEVERGOD

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Posted 08 June 2007 - 02:41 AM

I have looked in the demo generals in and all the units and buildings use this:

Weapon = TERTIARY TerroristSuicideNotARealWeapon

If you know of a different weapon that activates when you use the suicide button then please post it, as I have only found this!!!!
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#49 00 Nobody

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Posted 09 June 2007 - 07:58 PM

i'll check for it.

EDIT: yes thats the right one.

Edited by 00 Nobody, 09 June 2007 - 08:00 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!

#50 THEEVERGOD

THEEVERGOD

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Posted 10 June 2007 - 03:12 AM

Then why won't the above code work :thumbsupsmiley: , got an ideas :mellow: ???
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#51 00 Nobody

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Posted 11 June 2007 - 03:52 PM

I'm not sure, that should be the right thing for it. You might have to ask more of an expert about this (though since it's a mod and not the regular game, it might be harder to figure out).
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!

#52 THEEVERGOD

THEEVERGOD

    I am TEG, bow down before me!

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Posted 12 June 2007 - 02:06 AM

Alright I got it to work :p , well sort of anyway ;) . Now hears the problem although it does work I have to have it so the sucide button is always there although if you trigger it before the upgrade it will just kill the unit :) , no explosion :p , but after the upgrade there is an explosion ^_^ . I have give all the boats one command set. Below is the code that works (needs all the rest of the code with the units that I had before, just not the command sets as they all use this one!!!):

CommandSet DemoBoatCommandSet
  1  = Demo_Command_TertiarySuicide
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

Now when I try to implement the upgrade thats were it goes pear shaped :) (or if you did get the pear shaped then that means wrong, ;) ). Now this is the code I have at the moment:

;DemoBoats CommandSet----------------------------------------

CommandSet DemoBoatCommandSet
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

CommandSet DemoBoatCommandSetUpgraded
  1  = Demo_Command_TertiarySuicide
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

 AddModule ModuleTag_CmdSetUpgGLAD_Override
  Behavior = CommandSetUpgrade ModuleTag_CmdSetUpgGLAD
	CommandSet = DemoBoatCommandSetUpgraded
	TriggeredBy = Demo_Upgrade_SuicideBomb
   End
  End
 End

Now I don't know whats wrong with this, do you have any idea :) ? As I have now narrowed it down to the upgrading part instead of the lots of code I had before!!!!


EDIT: FIXED ^_^ !!!!!!

Edited by THEEVERGOD, 12 June 2007 - 02:48 AM.

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#53 THEEVERGOD

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Posted 15 June 2007 - 11:08 PM

PREPARE YOURSELFS FOR...............................

PR Mayhem 2 BETA 3!!!!!

Coming tommorow!!!!!

Unfornatually the AI do not use the shipyards and build ships as of yet but if I make another release who knows.

I will give more detail tommorow of what is in the map and the changes, but to keep you on edge, I tell you that this is now more than just a map, it has now become a mod map. All ships have had changes although the china ships do not change with the generals as in the othe sides as the complication of trying to upgrade one ship with many types of weapon came as a problem. But instead as I was not using any upgrades of the battle ship and it was being used for the militia it can now be upgraded by the militia with the spear buster cannon weapon, also the two other ships also get upgraded as well with mor militia type weaponary. NEW sounds NEW effects, SHIPS, and a whole new gameplay.

THIS IS PR Mayhem 2 BETA 3!!!!!

ALSO This will be released in the map sticky along with my first map PR Mayhem, in both zip and rar formats!!!!

Edited by THEEVERGOD, 15 June 2007 - 11:10 PM.

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#54 THEEVERGOD

THEEVERGOD

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Posted 16 June 2007 - 04:18 PM

IT IS HERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!

GO TO MAP STICK NOW:

http://forums.revora...showtopic=49259
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