If you want to use events, they are quite nice to use tbh. Intervals give you more control, but you have duplicate rules easily and events seem less intense on cpu (even though i cannot imagine anyway having performance issues with scripts). reduces the length of your script, for setting up an if else construction takes way more lines then using the single line for event. You can also stop events and re-enable them a bit easier. BUT using interval rules is easy to understand and they seem to be handled easier and more logical by the game. I used a mixture of the two eventually. Anyway, long story short. thnx for the bit of support, i will release the scripts down below when they are finished, one by one. |
greatt. have most stuff working now. only UI for showing the progress of the convoy (feeding whats happening to the objective events) and the first game mode will be available! |
i tried to unpack the attrib for that reason, its the only one that the unpacker keeps failing at. i`ll ask a friend to do that then. |
another question, is there a list of ability BPO somewhere? |
just so u know what i`m building:
I am building scripts for the community to use, that transform multiplayer maps easily in more interesting multiplayer objectives / mission maps!
Convoy: both teams have supply trucks drive into the map from different sides and go over a route to the base. If the trucks make it, they deliver fuel, ammo and/or manpower. Destroying an enemy supply truck makes them lose victory points too.
Demolition: both teams have 2,3 or 4 static objectives to defend, being bridges, buildings, trucks, etc. As long as they are alive they provide a bonus to ammo, fuel, manpower, ability cooldowns, artillery calldowns, unit cost, etc. Destroying an enemy objective stops the bonus and the enemy loses victory points for it.
Officers: both teams have one officer per player to defend. The officer is unselectable. As long as an officer is alive, extra troops come to the battlefield every minute that attack move to the enemy base.
Stagewars: a mission that starts with convoy, upgrades to demolitions after 6 waves and upgrades to normal victory point control with 1 or victory points max after a set amount of objectives have exploded. Each stage increases interaction area (map size) in all directions, leaving bases in the middle of the map, trucks to defend, objectives to defend and attack and points to control.
I have completed the functionallity on Convoy and Demolitions and stagewars, working on officers right now. only the UI is still crap (have to figure out how to do pretty objective overlays with displaying pretty timers and all. have seen the functions, still have to give them a look). |
I have a lot of things working. thank you for that (even though i already knew about the unpacker, didnt really give it a look yet).
i have most things going well, i have run into a few problems though, one of which i need some advice on:
when i try to call some events, the game tries to check wether the game is rtm or not (i think thats just a validation check if the game is modded or manufacturor default release). and then it says it tries to call global and comes back as nill. I seem to be unable to fix that. (even with adding -rtm in console before)
looking into the problem i don`t really understand why it does that either, because i use events like event_playerdoesntownterritory(callback, data, player, ter) and thats where it searches in event.scar line 168 Game_IsRTM, which is a part of events_add. (i can`t trace back why it goes to events_add in the first place).
any help by anybody? |
already using notepad++ will give it a look after dinner. thank u for the quick response! We will probably run into more problems later, but this may get us started. Will update if it does. |
Hey. Me and a friend are mapping multiplayer missions. To get things going, we need to get EVENTS working.
For instance
Event_TeamOwnsTerritory( Function callback, Table data, TeamID team, Int/Table/EGroup/Entity sectorID/group/entity[, ANY/ALL all, Float delay] )
Where can we find "Table data" from this section?. Can anybody give us documentation on this, examples or any lead in the right direction.
Much appreciated! |
Hey guys, i created a map, max size, called Pinopine Countryside. I am going to make a whole series of maps of all sizes, but mostly large ones. I love detail, however, and i ran into the problem that i found some sort of hidden max- objects amount. If i go over this exact amount, it crashes. The wb and ingame. This means i have to go under this otherwise it crashes during play, since units we build apparently count as well. (so for a player i count 100 max units, so for a map of 8 players .... that`s a lot). Now the map is hardly over-objected. You can check it out on the workshop if u want. It saddens me because now i had to remove a LOT of detailing, that really breaks down some fun for me. Anyhow, hope this problem gets fixed somehow. grtz Numen. |