OK i will try and explain this as clearly as i can. I am creating all my own AI scripts for my Generals Mod, and i have come against another obstacle.
The idea is that when a player builds a Naval Factory, they will be informed with a speech file some basic instructions as to relocating the factory etc etc. Now i have no problem at all gettin the speech file to fire where needed. The real problem is that, the speech file is played for *everyone* present in the game.
*** IF ***
[???]'ChinaNavalFactory' has been built by Player 'player0'
*** THEN ***
'CUSTOM_NvFcWarning' plays, allowing overlap FALSE (true to allow, false to disallow).
(this also has entries for each potential player in the game - up to player8)
I have tried using the <Local Player>, but it seems to cause crashes within multiplayer games. Does anyone know of a way to single out the player that triggered it, and respond to that player only with the appropriate action?
- Revora Forums
- → Viewing Profile: Topics: madmax_the modder
madmax_the modder
Member Since 08 Mar 2010Offline Last Active May 02 2010 02:25 PM
Community Stats
- Group Members
- Active Posts 13
- Profile Views 1,377
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
0
Neutral
User Tools
Friends
madmax_the modder hasn't added any friends yet.
Latest Visitors
Topics I've Started
Multiplayer Scripting - Player Specific
21 April 2010 - 05:50 PM
World Builder - Unit <This Object>
12 April 2010 - 04:40 PM
Lately i have been using world builder alot to do AI for my mod, and for the most part , its coming along alright. One thing that is bothering me though , is the Unit options in World Builder.
Im wondering if anyone has had any experience with this issue im having. Inside the scripts options, there is a sub category for Units, but the only object available when selecting a Unit script , is <This Object>. It seems that if you place a Unit on your map in world builder, and than give it a name , it can be accessed through this Unit Scripting Option , but what about units that are not created on the map previous to play.
Basicly , it seems that i cant test conditions on certain unit types, only on teams. This doesnt seem right at all. But nothing except adding preexisting units to the map, seems to allow the use of this ???Unit scripting category.
As far as i can tell , there is no way to give a Team an Object name... nor have i found a way to give a name to a unit that doesnt exist on the map already. So ultimately , what good is this Unit sub category, aside from allowing control over pre placed units ona single player map say.
In short , i want to capture and control the event of someone creating a specific unit in a game, multiplayer.
Im wondering if anyone has had any experience with this issue im having. Inside the scripts options, there is a sub category for Units, but the only object available when selecting a Unit script , is <This Object>. It seems that if you place a Unit on your map in world builder, and than give it a name , it can be accessed through this Unit Scripting Option , but what about units that are not created on the map previous to play.
Basicly , it seems that i cant test conditions on certain unit types, only on teams. This doesnt seem right at all. But nothing except adding preexisting units to the map, seems to allow the use of this ???Unit scripting category.
As far as i can tell , there is no way to give a Team an Object name... nor have i found a way to give a name to a unit that doesnt exist on the map already. So ultimately , what good is this Unit sub category, aside from allowing control over pre placed units ona single player map say.
In short , i want to capture and control the event of someone creating a specific unit in a game, multiplayer.
Structure Works In Game but World Builder Crashes
11 April 2010 - 04:30 AM
Well here goes... seems barely anyone here anymore .. but i will hope someone reads this anyways ....
I have added in a new Structure, and its actually just a quick remake of the existing crane already found inside of the CivilianStructure.ini file. The problem is that after adding the structure to the China Side... world builder no longer loads... any ideas as to why would be great. heres the code sippet.
Strange thing is , the game itself has no problems with this structure.
--------------------------------------------------------------------
I have added in a new Structure, and its actually just a quick remake of the existing crane already found inside of the CivilianStructure.ini file. The problem is that after adding the structure to the China Side... world builder no longer loads... any ideas as to why would be great. heres the code sippet.
Strange thing is , the game itself has no problems with this structure.
--------------------------------------------------------------------
;------------------------------------------------------------------------------ Object ChinaCrane ; *** ART Parameters *** SelectPortrait = IMG_GLACrane ButtonImage = IMG_GLACrane Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVCSTCRN End ConditionState = DAMAGED Model = CVCSTCRN End ConditionState = REALLYDAMAGED Model = CVCSTCRN_D End End PlacementViewAngle = -145 ; ***DESIGN parameters *** DisplayName = OBJECT:Crane Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaPropagandaCenter End BuildCost = 5000 BuildTime = 1.0 EnergyProduction = 0 VisionRange = 200.0; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End MaxSimultaneousOfType = 1 ExperienceValue = 100 100 100 100; Experience point value at each level ; ***AUDIO parameters *** SoundAmbient = CraneAmbience ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_SmallStructureDebris End ;Behavior = GrantUpgradeCreate ModuleTag_05 ; UpgradeToGrant = Upgrade_CostReduction ;End ;Behavior = CostModifierUpgrade ModuleTag_CostReducer ; TriggeredBy = Upgrade_CostReduction ; EffectKindOf = STRUCTURE; [KindOf] ; Percentage = -75%; [percentage] ;End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000;in a span of this long AflameDuration = 5000; If I catch fire, I'll burn for this long... AflameDamageAmount = 25; taking this much damage... AflameDamageDelay = 500; this often. End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
AI works on One Map but ....
03 April 2010 - 12:06 AM
Hi everyone , i wonder if i will even get a reply here , seems like no one using forums here anymore, too old maybe. Cry. Ok, anyways , heres the thing. I have created a faction and written AI for this faction, and on the one map that i created the AI scripts in originally, it works like a charm. Thing is, i created another map, and added in the same faction through the players list, but instead of having the same 2 player map i had originally made, i created a 4 player map. Imported my same scripts that worked great on other map, and it seems nothing works anymore.
Another odd thing i have noticed, is that when i created my scripts, i made backup copies of the opriginal SkirmishScripts and MultiplayerSscripts, and replaced them with my new scripts, but when choosing to import scripts, it still reads in all the orignal scripts. For eg : China Tank general etc ...
NHow can this be , when i replaced those scripts completely.?
Anyways , if anyone has any ideas as to why or what may cause this issue of my scripts not working in another map , please help me, thank you
Another odd thing i have noticed, is that when i created my scripts, i made backup copies of the opriginal SkirmishScripts and MultiplayerSscripts, and replaced them with my new scripts, but when choosing to import scripts, it still reads in all the orignal scripts. For eg : China Tank general etc ...
NHow can this be , when i replaced those scripts completely.?
Anyways , if anyone has any ideas as to why or what may cause this issue of my scripts not working in another map , please help me, thank you
Verifying Structures are built in Water
17 March 2010 - 08:42 PM
Hi again. So heres the thing. I have recently started adding naval units and structures that are built in water. One thing i noticed though , is that i cant seem to Enforce that the building is constructed in water. As is , i have no problem building my water structures in the water, but unfortunately , nothing is preventing them from being built on land either. Is there a way to Enforce that the structure is built only in water, and not on land?
Thanks in advance for all yer helps.
PS : I would even be happy if it was built on land but got destroyed or damaged to death if you did build it on land. Simply put , i just dont want these structures persisting on land if they are built there,
Thanks in advance for all yer helps.
PS : I would even be happy if it was built on land but got destroyed or damaged to death if you did build it on land. Simply put , i just dont want these structures persisting on land if they are built there,
- Revora Forums
- → Viewing Profile: Topics: madmax_the modder
- Privacy Policy
- Forum Guidelines ·