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Member Since 13 Dec 2005
Offline Last Active Jan 10 2007 07:37 AM

Topics I've Started

New Assets in WorldBuilder

02 June 2006 - 06:41 AM

Hi all,

So I'm trying to re-do the base files for Rise of Rome 2, and I load up the 'AI - MOTW - Archers First.map' to set up the new buildings for build orders... All good, until I remember that we're making new buildings for each this time round, and I can't pick them from the add item window in WB.

Anyone played with getting WB to load up additional assets for putting in maps/ base files? I thought I'd seen someone say how to do it a while back, but can't find the threads (if they exist)

have a great day

Map Scripting

21 March 2006 - 05:16 AM

Any code snippets that will be useful to all for custom map designs can go here.

This is what I've come up with as a script for a hero-based map setup.

*** IF ***
	 Player '<This Player>' has Greater Than  0  unit or structure of type 'ElvenPorter'
*** THEN ***
  Find 'ElvenPorter' Owned by Player '<This Player>' nearest team Team 'PlyrCivilian/teamPlyrCivilian' and reference as UnitRef 'PorterForDeletion'
   Unit 'PorterForDeletion' is removed from the world.
  Show debug string and pause: String: 'AI_DEL_PORTERS'
*** ELSE ***
  Disable Script 'Destroy Porters - Elves'.

For anyone who needs a custom map where you're going to disable the annoying little porters that come hardcoded to bfme2. If you want to disable building more, you can disable each type of porter, and worker in a script as well. You probably also need to make this script for each type of porter. (I just disabled factions for each player on the map)

have a great day

BFME2 Map Making

15 March 2006 - 12:27 PM

Ok, so all excited, I load up WorldBuilder and have a go at making a new multiplayer map.

Then a day or so later, I start this thread.

Anyone else beginning their journey on creating maps with the BFME2 engine, this is for you. I'd like to know exactly what we need to include in a basic way to make a skirmish map for BFME2, and what would be good to put in (say AI waypoints?)

I'll begin with what I've found:

BFME1 map-making tutorial for reference: MEVault Tutorial

A mp skirmish map needs a few basic things that the BFME1 maps did. It needs you to:

1.) Open it up, start a new map, with size and a few basic specs.
On size: 200x200 seems a normal sort of size, and 600x600 the maximum.

2.) Select from Edit -> Edit Player List. Within the form that opens, Click 'Add Skirmish Players'. This adds everything required, as far as I can see, for a 4 player MP Skirmish map. Now Close the form, unless you want to make a 5 or more player map, but I'll leave that to someone else to step out - it seems fairly straightforward, just tedious.

3.) You then need to add the basic Waypoints for BFME2 to give players start positions, in the format Player_#_Start - these are already named in the waypoint list.

4.) In Team Builder select 'PlyrCivilian' and add the number of players that you wish to support in the format: Player_#_Inherit - they can be empty Teams, just make sure they are under PlyrCivilian. I think these are used in the Inherit scripts on map startup.

5. *optional*) For Gollum to be in the map, you then need to add Spawn Points from 1-8 in the format:
You also need to bring in the scripts from another mp map for gollum (i think export and then import will be easiest) - basically the scripts choose a random number 1-8, and then activate a series of scripts 1-8 which check if they are the right number and spawn gollum at their waypoint.

And that is as far as I've gotten in the few hours a night while at work bored beyond belief - well, at least I have my laptop :ohmy:

Anyone care to add to the list? As I'm pretty sure a map with just these steps does _not_ actually work. :(

have a great day