Results 1 to 7 of 7
  1. #1

    [WB] 2 Problems - Script not working and an interface one

    Hi,
    Im building an AOD map in KW WB and having a problem setting the script for losing
    its supposed to be something like

    if
    player 2 has units in area lose
    then
    announce local lose

    or something similar..
    [Btw, player 2 is the AI that owns the wave attacks]

    However,the script "if player has units in area" never works! I tried many other solutions,none worked
    [such as ...if local player's enemy has more / EQ to 1 unit in area lose then....]

    And whats weird is that if I set it to be player 1 (which is the human) it will work (if the human player has units in area X then .... )

    please help...


    another thing:
    for some reason I can't adjust the roads,tiberium fields and bridges positions. I mean,when I select them and move nothing happens,its pretty annoying.


    THANK YOU!

  2. #2
    Sergeant Splat's Avatar
    Join Date
    Jun 2011
    Location
    Australia
    Posts
    78
    Hmm oddly enough im not entirely sure what you after here.. explaination wise of you scripts its dependent on where the script is placed as to how it effects things as well.
    for instance "If player_1 is in area "loser" then kill player_1 would seem to be a far more logical script then making some anoucement that one has lost.. or you can split it up into smaller "chunks" by making two scripts.. as the scripting for this game engine is slightly vague and riddled with minor flaws.
    For Instance

    A camera animation make this in the camera animations menu and title it "spin" (those that dont know what this is need lookup the tutorial for bfme 2 camera animations as its essentially the same thing and almost the same method -it works)

    Script one -active
    If player_1 is in area "loser" then
    interface - show text message" you lose"
    camera - move using animation "spin"
    Scripting counter set counter to value "5"seconds
    Scripting - Enable loser
    Script two titled "loser" set to "not active"
    If Counter -"loss" has expired
    Then
    Player - kill player_1


    Hopefully this helps you a little and you can now be on your merry way map making.

  3. #3
    Quote Originally Posted by Splat View Post
    Hmm oddly enough im not entirely sure what you after here.. explaination wise of you scripts its dependent on where the script is placed as to how it effects things as well.
    for instance "If player_1 is in area "loser" then kill player_1 would seem to be a far more logical script then making some anoucement that one has lost.. or you can split it up into smaller "chunks" by making two scripts.. as the scripting for this game engine is slightly vague and riddled with minor flaws.
    For Instance

    A camera animation make this in the camera animations menu and title it "spin" (those that dont know what this is need lookup the tutorial for bfme 2 camera animations as its essentially the same thing and almost the same method -it works)

    Script one -active
    If player_1 is in area "loser" then
    interface - show text message" you lose"
    camera - move using animation "spin"
    Scripting counter set counter to value "5"seconds
    Scripting - Enable loser
    Script two titled "loser" set to "not active"
    If Counter -"loss" has expired
    Then
    Player - kill player_1


    Hopefully this helps you a little and you can now be on your merry way map making.
    Hi,thanks for trying but thats not my problem,I gave the announce defeat as an example for the "THEN" part,the trigger (IF) is whats not working.

    if player 2 has units in area "lose"

    this just wont work,the game wont recognize the AI having units inside an area... but if i set it to player 1 (me) then it will work,but that wont help me at all..

  4. #4
    Lieutenant Colonel Lauren's Avatar
    Join Date
    Feb 2011
    Posts
    1,621
    You announce local defeat, that only works for the current player.

  5. #5
    Quote Originally Posted by Lauren View Post
    You announce local defeat, that only works for the current player.
    Well,actually I also tried to make a warning text,but it still didnt work..

    also I tried to do something like this to prevent enemy waves cheat and not follow the waypoint (take a shortcut) .
    There is an area "Antibug" around the path they follow,if they enter it (taking a shortcut) - they should die.

    so the script is something like..
    if
    player 2 has units in area "Antibug"
    then
    kill all units belonging to player 2 inside area "Antibug"

    and that didn't work as well. but if I change it to this:

    if
    player 1 [me] has units in area "Antibug"
    then
    kill all units belonging to player 1 inside area "Antibug"


    this will work,but wont help me at all.. this is how I noticed that the problem is that the script doesn't work on AI forces for some reason.

    help ..

  6. #6
    Sergeant Splat's Avatar
    Join Date
    Jun 2011
    Location
    Australia
    Posts
    78
    Righto, it seems my explaination was somewhat limited so ill give it one more try to explain.
    First and FOREMOST ,

    Scripting Active and NON Active is important .. it helps remove lag and will therefore allow you to spawn more men faster and have final gameplay run smoother.
    Balance between scripts numbers and whats contained within them ... spawn 10 men over 1 script and 1 man in 10 scripts which is faster.. oddly enough it depends how many scripts you got though generally its the 1 man in 10 scripts.
    Pathing through dented Areas... This requires that little crazy scripting called a subroutine script .
    It is a Always Active script.
    The way its used will always be important as well.
    This is where the teams menu or spawn team at waypoint thing helps...
    in this menu you can elect on a tab to add a subroutine script in the scripts attached to the team menu selection.. but Before you can do this you must first Make a Subroutine script.
    IF Team <this team> enters area "Antibug" then Kill team <this team>
    add this one subroutine to each wave and you should be set.

    Please note the years of AOD making were fun and i enjoyed making many a small AOD and larger ones back in the day.
    Im currently making whats known as a scripting for Area " SCB file set" if your after this shoot me an email at Mapper_splat@hotmail.Cem
    <please note last part needs changing due to me not wanting to share my email address with bots.
    the mega AOD / area Spawn scripting set was to be part of my redesign of the worldbuilder.. however due to lack of ability I can merely only share this due to not having enough time to complete the 80,000 scripts that id actually need not including the other parts i was intent on adding.. seems i bit off much more then i could ever chew.
    80 scripts were completed which were to be added and changed/adjusted at random however i had only merely done by boss and simpler area spawn script sets .. those with scripting knowladge may find it useful.. though most will not...unless somehow i completed the work fully and then it would be more like a bible of scripts to choose from.
    Anyone requesting the information should also consider if they can help the project by sending me in altrations of the scripts .. singular ones only mind you as most people will know that when you import scripts you also import everything despite what you listed in the export settings of the scb file export.
    my scb file set is available to any who request it and no credit is needed to be given for it to be used within your own works... however please note those who missuse the content do so at thier own risk of public humilliation and possible Bad karma.
    Last edited by Splat; 03-27-2012 at 05:37 AM. Reason: Poor spelling and Grammar

  7. #7
    Quote Originally Posted by Splat View Post
    Righto, it seems my explaination was somewhat limited so ill give it one more try to explain.
    First and FOREMOST ,

    Scripting Active and NON Active is important .. it helps remove lag and will therefore allow you to spawn more men faster and have final gameplay run smoother.
    Balance between scripts numbers and whats contained within them ... spawn 10 men over 1 script and 1 man in 10 scripts which is faster.. oddly enough it depends how many scripts you got though generally its the 1 man in 10 scripts.
    Pathing through dented Areas... This requires that little crazy scripting called a subroutine script .
    It is a Always Active script.
    The way its used will always be important as well.
    This is where the teams menu or spawn team at waypoint thing helps...
    in this menu you can elect on a tab to add a subroutine script in the scripts attached to the team menu selection.. but Before you can do this you must first Make a Subroutine script.
    IF Team <this team> enters area "Antibug" then Kill team <this team>
    add this one subroutine to each wave and you should be set.

    Please note the years of AOD making were fun and i enjoyed making many a small AOD and larger ones back in the day.
    Im currently making whats known as a scripting for Area " SCB file set" if your after this shoot me an email at Mapper_splat@hotmail.Cem
    <please note last part needs changing due to me not wanting to share my email address with bots.
    the mega AOD / area Spawn scripting set was to be part of my redesign of the worldbuilder.. however due to lack of ability I can merely only share this due to not having enough time to complete the 80,000 scripts that id actually need not including the other parts i was intent on adding.. seems i bit off much more then i could ever chew.
    80 scripts were completed which were to be added and changed/adjusted at random however i had only merely done by boss and simpler area spawn script sets .. those with scripting knowladge may find it useful.. though most will not...unless somehow i completed the work fully and then it would be more like a bible of scripts to choose from.
    Anyone requesting the information should also consider if they can help the project by sending me in altrations of the scripts .. singular ones only mind you as most people will know that when you import scripts you also import everything despite what you listed in the export settings of the scb file export.
    my scb file set is available to any who request it and no credit is needed to be given for it to be used within your own works... however please note those who missuse the content do so at thier own risk of public humilliation and possible Bad karma.

    Thank you for the detailed answer, it works now

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.