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Map Logic Expansion Pack
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 09, 2011 8:59 am    Post subject:  Map Logic Expansion Pack
Subject description: A Map Pack Upgrade for Original Skirmish maps.
Reply with quote  Mark this post and the followings unread

Update: Editing Post so MLEP V5.2, MLEPNS, and MLEPNR are available at top of thread for easier downloading.

You can Download MLEP V5.2 here.

You can Download MLEPNS here.

You can Download MLEPNR here.

MLEPNS, is exactly the same as MLEP V5.2 accept that it does not have the randomized storms the previous versions of MLEP have. This new Option/Choice for modders is for those which wanted the features in MLEP without the storms.

MLEPNR, is exactly the same as MLEP V5.2 accept that the randomized storms shut down all players radar like in TS. This new Option/Choice for modders is for those who wanted this TS feature.

Here's a video from my mod featuring an Ion Storm.
[youtube]http://www.youtube.com/watch?v=tLL8C8YmP_0&feature=youtu.be[/youtube]

Here's another video from my mod featuring a Meteor Storm.
[youtube]http://www.youtube.com/watch?v=M1MR7nvekV4&feature=youtu.be[/youtube]

If you would like to play-test the rough beta of my mod Sanzon Kaisen follow this link.


Okay this Map Logic Expansion Pack is for Yuri's Revenge.

The idea behind it was to recreate the Ion Storms that randomly occurred in TS. The effect however, can be used to simulate other things. Uses can be whatever you can "think of"/attach to a weather storm SW. From rain effects, to ion storms, to missile storms, meteor Storms, or whatever you can think of, wink, wink.

As for how it works, it basically is a system of randomized triggers that spawn multiple types of random weather patterns, each with their own distinct randomized pattern, thus resulting in random randomized patterns. Of course these patterns are also chosen at random, and they have a random chance of being randomly re-chosen, of course at random. Is this random enough for ya?

"Well in hindsight, there still is some level of none randomness, for instance: no storms/ or less storms, are actually favored statistically a bit higher in the weather patterns, this is for obvious reasons."
"And yes the random generator in the game engine can have a fart, and can seemingly pull off the least statical odds 100% of the time that one freak time you decided to play that map with your friend online..., so the logic will be random, hope for 0 farts, have a nice day. No promises can be made! Enjoy!"



The features include:

Automated Randomly generated storms.

Added additional Naval yards cameo removal for waterless maps.

Five pre-set Human owned buildings for all players for general mod or modes on every map.

And pre-placed Fogmode buildings for reactivating Gapping shroud.

MLEP and MLEPNS does nothing on its own unless you have a building which is used internally by MLEPN or MLEPNS and is otherwise nothing but an add on to increase modding options.

MLEP and MLEPNS are meant as a easily customizable pack, which comes in two expand mixes, for those who want to add extra spice to their mod's through additional mods or mode options, I recommend giving it a try.

Enjoy Everyone!



01 add Radar Storms and Fog.ini
 Description:
Here is the Map converter ini file for use with FA2 to turn any map into a MLEPNR enabled map. Please feel free to try this first if your hesitant to try the full pack.
"Included in normal Download."

Download
 Filename:  01 add Radar Storms and Fog.ini
 Filesize:  13.5 KB
 Downloaded:  243 Time(s)


01 add Features and Fog.ini
 Description:
Here is the Map converter ini file for use with FA2 to turn any map into a MLEPNS enabled map. Please feel free to try this first if your hesitant to try the full pack.
"Included in normal Download."

Download
 Filename:  01 add Features and Fog.ini
 Filesize:  7 KB
 Downloaded:  226 Time(s)


01 add Storms and Fog.ini
 Description:
Here is the Map converter ini file for use with FA2 to turn any map into a MLEPv5.2 enabled map. Please feel free to try this first if your hesitant to try the full pack.
"Included in normal Download."

Download
 Filename:  01 add Storms and Fog.ini
 Filesize:  13.5 KB
 Downloaded:  234 Time(s)


Map Logic Expansion Pack No Storms - Ussing MLEP V5.2 - Instructions.txt
 Description:
A Instruction Manual for the new Map Logic Expansion Pack No Storms using Version 5.2 MLEP Core.
"Included in normal Download."

Download
 Filename:  Map Logic Expansion Pack No Storms - Ussing MLEP V5.2 - Instructions.txt
 Filesize:  9.34 KB
 Downloaded:  147 Time(s)


Map Logic Expansion Pack V5.2 Instructions.txt
 Description:
A bit more advanced Instruction Manual for latest Map Logic Expansion Pack Version 5.2.
"Included in normal Download."

Download
 Filename:  Map Logic Expansion Pack V5.2 Instructions.txt
 Filesize:  13.88 KB
 Downloaded:  187 Time(s)


_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Tue Dec 11, 2012 7:12 am; edited 8 times in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Feb 10, 2011 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Well here's the Yuri's Revenge Map Logic Expansion Pack. multimd.mix
Edit: Link removed due to confusion for older versions no longer being supported.

I hope some people find a use for it. Feel free to critique it, or post about it.

I've already got some of my first testers telling me the storms might be happening to often for their taste. This can be modified should enough demand for it arrive, "if I do make another pack, it will only be for yuri, and only if there is enough demand". But for now try these out and see if you like them, with ares new lightning rods, you can even make "ion storms" a main feature of your mod, or you can just make your maps have random cloudy skies appear, and even have the cloud animations spawn rain.

Note this version has radar blackout set for Weather Storm. If using ARES just add

Lightning.RadarOutage=0
Lightning.RadarOutageAffects=none

to disable the radar outage, if you don't want any blackouts.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:25 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Feb 15, 2011 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Well here's the Yuri's Revenge Map Logic Expansion Pack Version 2!
Edit: Link removed due to confusion for older versions no longer being supported.

For some reason, Ares tag for radar blackout doesn't seem to work. As a result I decided to go ahead and make a version 2.

It's basically the same as Version 1, accept now radar does not go off when ion storms occur.
Also do to demand from testers, I decided to increase durations between storms slightly, as well as make storm weather patterns have a lower chance of being chosen. I felt this was a good idea because the ability to turn off or on this feature is not possible, and making people annoyed or getting sick of it was probably not a good idea.

Have fun everyone.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:25 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Mar 14, 2011 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Well here's the Yuri's Revenge Map Logic Expansion Pack Version 2.1 Fix!
Edit: Link removed due to confusion for older versions no longer being supported.

Okay why the new version you ask? Well because there's an issue with my map pack that need to be addressed. Namely, the map Death Trap (2-Cool was missing. I have now added the map, and it seems everything is good now..

Well here's the thing, this brings the total map total in my mix now to 173. The original multimd.mix works for my vanilla Yuri that I extracted all 172 maps from, however from information I gathered, there should actually be 178 maps in the mix file, I was able to get 1 of the missing map because someone found it for me. I beleive the last 5 most be encrypted/hidden or something? If anyone can Provide me with these maps it will let me put out a version 3 which will be a proper better release for all modders who use my map logic expansion pack. For those that wish to, please wait until I can make a version 3. If you have a request for anything else please let me know and I might try and add it, and thanks again everyone.

Quote:
For some reason, Ares tag for radar blackout doesn't seem to work. As a result I decided to go ahead and make a version 2.


Well I figured out the reason for this, FA2 launches weatherstorms, not by the SW, but by the tags in General. As a result if using ares, Set the new tags via Ares and your allied side can still retain their SW without creating a clone, although clones are possible. So in other words ares tags won't effect FA2's Weatherstorm, as a result, to fix this I made all civilians allies to all players, thus no radar outage for ion storms.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:26 am; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Mar 14, 2011 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thought I'd posted here... but anyway I tried it out and noticed you've ruined all minimaps by saving them in FA2, instead of just keeping the originals. Now they show bits outside the visible map area etc

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Mar 16, 2011 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Thought I'd posted here... but anyway I tried it out and noticed you've ruined all minimaps by saving them in FA2, instead of just keeping the originals. Now they show bits outside the visible map area etc


Well I spent all my hours after I got home from work correcting this issue.  I'm going to bed now.

And Everyone Please Enjoy The Yuri's Revenge Map Logic Expansion Pack Version 3 and Hopefully Final Version.
Edit: Link removed due to confusion for older versions no longer being supported.



Restored Preveiw.png
 Description:
Corrected Mini-map Previews.
 Filesize:  79.29 KB
 Viewed:  20717 Time(s)

Restored Preveiw.png



_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:26 am; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Mar 16, 2011 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice job on the MapPack3

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Mar 16, 2011 4:37 pm    Post subject: MLEP Reply with quote  Mark this post and the followings unread

so all this does is add lightning storms to the maps?

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Mar 16, 2011 9:17 pm    Post subject: Re: MLEP Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
so all this does is add lightning storms to the maps?


Well the simple answer is yes, but it's a bit more complicated. I suppose you could have looked at the manual?

First off the MLEP adds 8 new disabled navalayrds to all maps that had navalyards disabled.

Second it does not add any tags concerning the lightning storm to any of the maps, such modifications must be made on the rulesmd for any effect."See manual for more Details."

Third it does add FA2 triggers that spawn weatherstorms, so yes, it does add lightning storms to maps.

Fourth and most important, is the way these FA2 Lightning storm triggers are setup on all maps. Through triggers I was able to create a system of triggers that try and emulate real unpredictable weather storm patterns. "Please check the manual for a more complicated explanation on how that works."

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Mar 16, 2011 9:52 pm    Post subject: mlep Reply with quote  Mark this post and the followings unread

well, i didn't download the file, just curious about the contents

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Jun 27, 2011 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I decided to do a new version of Map Logic Expansion Pack “MLEP for short” Version 3.1.

So here's MLEP Version 3.1
Edit: Link removed due to confusion for older versions no longer being supported.

Please consult manual for further information.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:27 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Jun 28, 2011 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Well Map Logic Expansion Pack “MLEP" Version 3.1 was short lived. I decided after wards to do some fixes I think were needed and that everyone will like.

This version added 21 more Disabled buildings to water based maps, thus adding more customization.
Also fixed a bug that had plagued versions 1, 2, 3, and 3.1. Radar sometimes shut down for players due to ion Storms, this has been fixed. Radar will not shut down for ion Storms anymore.

The reason was because the Civilian country could not be allies with everyone, thus resulting in some players sometimes getting radar outages. Thus I tested with Special country isntead, and the results were promising, I tested further and no longer had radar outages. [Special] country seems to be a special case that can ally with everyone. If anyone does find themselves with a radar outage due to ion storms, please report back, thank you.

So here's MLEP Version 4
Edit: Link removed due to confusion for older versions no longer being supported.

Please consult manual for further information.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:28 am; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 28, 2011 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Eric, Special is hardcoded to be allied. #Tongue You should've asked it.

On the other hand... you've added tons of useless buildings into that list. Meh, neither one supports NewTheater except GAYARDCL, NAYARDCL and YAYARDCL.

Sorry but that reduces the use of this pack. For me from maybe to meh. (I know I'll use PAYARD and BAYARD for my mod and Ares NewTheater fix comes handy as well. I wonder why Cranium can't use that.)

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Aug 12, 2011 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay this Map Logic Expansion Pack “MLEP” Version 5 is for Yuri's Revenge Only. It is a far superior to version 4 and corrects a few bugs and adds new enhancements.
Edit: Link removed due to confusion for older versions no longer being supported.


See Below:

This version has corrected a few new issues that were found.
Incorrect ore tile sets "which is known to cause bugs," was placed on certain westwood maps, these have been removed and replaced by their correct ore tile sets.
Four more additional Navalyards were added upon request as well to the expansion pack.
A new feature was also added to the map pack.
Neutral controlled buildings have been placed in the corners of each map, theses allow you to set Gap generators to create an illusion of fog of war for all maps.
Fog of War generation can be added either through rulesmd, or via modes. See below for more on this:"
Human controlled insignificant buildings have also been added to all maps allowing you to set a variety of options not normally possible. "See below for more on this:"
Custom maps can now also be converted using the ini file provided with the MLEP pack, to use MLEP features.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:29 am; edited 2 times in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Aug 14, 2011 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay this Map Logic Expansion Pack “MLEP” Version 5.1 is for Yuri's Revenge Only.

5.1 fixed a typo error in version 5 which caused some new features to not work correctly as mentioned.
Also Ended up editing wrong map files so ore bug still remains but will be fixed in 5.2 thank you for being so patient with my errors to this point.

Hvaing issues right now, maybe found a bug involving mix files not accepting tags etc, looking into it for now, please wait for an update to 5.1.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Aug 15, 2011 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, sorry for everything up till this point everyone. Turned out, that due to confusion in planning version 5, I was actually using using wrong map files which were causing crashes and weirdness, and so i ended up having to redo version 5 from almost scratch.

This version has everything but corrected ore tiles, which should come out next as version 5.2. I also want to thank Graion Dilach for help on testing and participating in it's release.

So here it is, version 5.1. Enjoy!
Edit: Link removed due to confusion for older versions no longer being supported.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Apr 08, 2013 7:29 am; edited 1 time in total

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Feb 22, 2012 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

May I get a FA2 script that automatically adds these triggers to a map of my choice?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 22, 2012 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

01 add Storms.ini is already there to be used as a FA2 script, only the gapgens need to be placed manually, since their places vary between maps, just like corners.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Feb 22, 2012 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

.... Insert flame here... Why don't you use invisible light-posts?
Seriously...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 22, 2012 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The buildings act like invisible lightposts, yes. But current lightposts can't be used.

To maintain a simple compatibility with every mod, every map, unique entries are a must. And having too many gapgens causes lag.

Besides... what ensures that currently placed lightposts can gap the entire map correctly? Nothing.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 22, 2012 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion is right, and I apologize for 5.1 manuals exclusion of the map script file tutorial, although the map ini file converter was included.

I have since updated the manual, but version 5.2 is still being worked on and will not be released for a while more.

The reason for manually placed gapgens vs. pre-placed is best understood when you understand how maps are drawn. "It also reduces lag as Graion indicated."

If you will see the figure I provided below, you will note that the corners of the map always change coordinates, so a pre-placed system is impossible when you also want to satisfy the need for the gapgens to work properly in game. The current pre-placed MLEP buildings use the wasted space which is always created whenever a map exists, this is because they do not require special coordinates, but do need to be on every map. If the gap Gen range where ever to be extended "say with ares sometime in the way future, then MLEP buildings could be made to gap the entire map instead of pre-placed buildings in all corners.

And yes i could probably place gapgens, via an array pattern, so i could have pre-placed gapgens, but these patterns might exceed the maps size and cause issues, not to mention add extra lag.

Sorry I wasn't able to help you sooner DaRTzO.



map diagram.png
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map diagram.png



_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Last edited by EricAnimeFreak on Mon Mar 05, 2012 1:08 am; edited 1 time in total

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Feb 23, 2012 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

So you're saying you replaced the gap gen effect with a weather effect? I see no reason for using the gap gens in the first place.
You could just use way points, no?

I believe that this is possible with just way points, as I recall there was a script that covered the map in way points. I can't remember for what reason it was used though, but it spawned way points with a equal distance between them.

What you're using just seems very inefficient, no offense to your effort. It's a very good idea.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Feb 23, 2012 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
So you're saying you replaced the gap gen effect with a weather effect?


No Gap gens are just another feature separate from weather effect.
Using them you can create the old feeling of Fog of War.
In my own mod, the Fogmode option is used for a playable mode called fog of war.
"Just curious but have you thoroughly read the manual?"

DaRTzO wrote:

I see no reason for using the gap gens in the first place.
You could just use way points, no?


You may feel free to use the gapgens in MLEP or ignore them if you do not plan to use them. That choice is yours as a modder.

DaRTzO wrote:

I believe that this is possible with just way points, as I recall there was a script that covered the map in way points. I can't remember for what reason it was used though, but it spawned way points with a equal distance between them.


Using triggers to fog map would cause potential lag, force it to be on always, and possibly cause recons. Also using FlyingZ's script to add Waypoints would overwrite players custom maps waypoints and the original maps ambient waypoints for sound effects.

DaRTzO wrote:

What you're using just seems very inefficient, no offense to your effort. It's a very good idea.


To keep MLEP user friendly and customizable I need to leave some control for adjustments to be made by the modder.

MLEP adds many additional features, but if you chose to, you can ignore all of them except for the storms, as these ones are the main focus of MLEP.

The ability to customize your own home made custom maps was a decision of mine for those moddders who wanted MLEP'S features in all the maps that came packaged in there mod. It is there as an option to MLEPify your own custom maps.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Feb 23, 2012 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote="EricAnimeFreak"]
DaRTzO wrote:
So you're saying you replaced the gap gen effect with a weather effect?


"Just curious but have you thoroughly read the manual?"

No.

From what I understand there's some kind of a script for adding the effect on new maps, but this mod is mainly including the original maps modded with the script/weather system.
With the option of using gap generators for a reshroud effect.

I was personally looking for a clearer explanation of the features. For example bullet points that outline the main features and packaging method of the mod.
Instead of download and read the manual...


EricAnimeFreak wrote:

Also using FlyingZ's script to add Waypoints would overwrite players custom maps waypoints and the original maps ambient waypoints for sound effects.


In combination with FlyingZ's script you could add your weather effects to any new maps with ease.
Also you could automate the inclusion of ambient sound loops like wind, birds and stuff.


Only the ambient effects that are area specific would be added manually. Eg: water waves, urban...etc.


EricAnimeFreak wrote:
DaRTzO wrote:
So you're saying you replaced the gap gen effect with a weather effect?

MLEP adds many additional features, but if you chose to, you can ignore all of them except for the storms, as these ones are the main focus of MLEP.


Could you combine the weather system with flyingz's way point script to automatically add the waypoints with weather effects to cover the map with the inclusion of the most standard nature/weather ambient sounds.

This would make it very easy to add your system to new maps or already existing maps. I was thinking about making a new version of FA2 to include a lot of useful custom scripts.
Also with a edited interface for ease of use and a more modern look.

Your script would be very useful to a lot of map makers. Smile


On another topic, do you have any idea how to create a tower defence style trigger system?

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Feb 23, 2012 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

The Manual is important. This is not a mod, but a Map Logic Expansion. This is to be used in conjunction with a mod rather then as a mod itself, as it does nothing really by itself without modification by the user.

MLEP takes the original maps and enhances them with new features which include:

Adding a unique set of triggers which add randomized weather patterns which spawn storms. "Storms are not the only thing which can be created of course."

Adds additional navalyards for "turn off" support for non-naval maps.

Adds in optional Fog of war re-shroud feature for mod or custom modes.

It also adds in user owned buildings to all maps which can be modified for many different effects. Such effects include giving all players a SW or adding an oil Derick type effect, etc.

To use the MLEPack all that is required is adding the mix file to your mod and doing a few small tweaks in rules for storms, other features are optional and all of it is customizable.

As for writing scripts, I have never done it, and I don't really care to ask Flying Z how he did it. "He has plenty of available down loadable scripts tho so you can ask him."

As it is MLEP can convert a map very easily and quickly I did it for 168 multiple times in FA2.

Only 1 waypoint is used by MLEP and that is waypoint 69. If I added anymore then it might overwrite custom maps waypoints etc. The weather effect crated by MLEP is a random global storm which effects all players, not single locations.

Also could you elborate what you mean by this:

On another topic, do you have any idea how to create a tower defence style trigger system?

Like Defense towers are spawned in defense situations? I have no clue what you mean by this.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Feb 23, 2012 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for clarifying the MLEP.

As in a bunch of units drive along a mazed path and you make defense towers to stop them from passing. The killed units usually give money.

Is this possible?

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Feb 24, 2012 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

No problem, i created this thread on PPM for bug-shooting etc for MLEP as well as distribution, so I'm glad I could help.

A bunch of units driving along a selected path is possible to do with triggers, "even a mazed one."

"Of course MLEP doesn't and will not have such a feature as its not practical and wouldn't serve a large purpose to anyone."

Making defense towers is also already possible, unless you have something more grandiose in mind.

Having units give money upon death is basically bounty which is an ARES feature which is in development but not yet in a released form, other then a glitchy outdated DLL Graion made which is nice, but it uses an old trunk file and as Graion has told me, "needs to be rewritten."

Although within the confines of a mod map, and assuming it was not multiplayer, you could make something like this happen using a trigger which is turned on only when a "insert cloned tank here" dies and you get a Oil derick off of map for "x amount of time" to give you cash.

You could also make it work on a multiplayer map but it would require the enemy be a specific side.
"Before I started modding the game I made mod maps and survival's so workarounds are something I understand."

If you need to pm me or would lie to discuss this over skype/msn just pm me, I will even go over any other problems you have with triggers etc, like attaching triggers, or creating randomized triggers etc, or doing special things. Of course even my knowledge has a limit."

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Feb 24, 2012 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm rather useless with triggers. So I just wanted to know if it's possible to make it.. I'd like it if you could teach me how to make the units pass along a maze, with increasing difficulty of each wave and if the player fails to kill a wave his base blows up (MCV).

I think using the above method for win and loss would work and the income could come off a balanced oil derrick system attached to the mcv. Smile

Also I suggest you add a decent day night system to your MLEP, I could help in setting some of the map ambient color values for you to get a natural lighting look.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Feb 24, 2012 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Basically you want to create a survival map. And in this survival map a convoy of enemy units would go down a maze path, in which a player may place any tower at will"Adjacent tag infinite". And destroying said convoys nets you money, and if you fail to destroy convoy, then you lose?

If you use ares there is a simply repeating SW trick to use a money per wave system, unless you want it to be awarded by killing enemy units? but if you fail to kill them you don't get money but you lose so it doesn't matter anyways.

"Well MCV could be at end of maze and you could be defending it from enemies". Then this mod map becomes multiplayer friendly." "Competition survival is fun too."

Well if i introduced night day cycles, via triggers which trigger light going up and down via cycles I would most likely need to adjust it on a per map basis since they use different lighting settings for various maps.

Of course I could manually set the default ambiance for all maps, but I'm not sure if there is enough interest to warrant this, and if it's actually something people who use MLEP want. Though I'm not readily opposed to it.

The other thing you have to watch for is screen brightness level, on some screens the game when bright can be too bright or to dark if your mess with values too much.

I also don't have much experience with day to night cycles, and while I can probably put together a day night cycle trigger system for mlep, the values would need testing and adjusting.

The other factor is in game what constitutes a day, for a cycle etc, I would not want it to change over to fast or drastically, but I'd want it to be slightly randomized as well. I would probably implement a set of triggers which would loop, every x game seconds, start a trigger with random timer to lower darkness, and repeat this till X time in which case the triggers would turn off and a new set of light bringing triggers would turn on, but only after a random fixed amount of time, as sun goes down, then it reaches darkest hour, stays there a bit, then starts getting brighter, to mimic the real thing.

Of course storms created by MLEP also use a defined lighting setting, wouldn't it be weird to see dark storms during the day, or heaven forbid, bright storms during the night.

So unless there's real interest in this, I think it might be looking bad for this feature.

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More disabled navalyards.
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Additional new features.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Feb 24, 2012 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Basically you want to create a survival map. And in this survival map a convoy of enemy units would go down a maze path, in which a player may place any tower at will"Adjacent tag infinite". And destroying said convoys nets you money, and if you fail to destroy convoy, then you lose?

If you use ares there is a simply repeating SW trick to use a money per wave system, unless you want it to be awarded by killing enemy units? but if you fail to kill them you don't get money but you lose so it doesn't matter anyways.

"Well MCV could be at end of maze and you could be defending it from enemies". Then this mod map becomes multiplayer friendly." "Competition survival is fun too."


Yes a survival map and the units would follow a path, either straight or mazed. Also I want to limit placing towers to certain areas at the moment I'm limiting the adjcency to 2 cells around a psychic beacon that's given to the player. This way the towers can only be placed to the edge of the path or the maze, the maze being on the lower level.

Also yes, destroying the 'convoys' nets you money or you simply get a bit of money from your mcv to be able to build enough of correct towers and the failure to do so will cost you the game. Though preferably I would like 1 kill to give money.

Using Ares is out of the question because I want to have it compatible with standard yuri's and Ra2 if possible. Is it not possible to use some of the singleplayer triggers to give money to the player on completion of a wave or a successful kill?

Competition survival with just defense towers sounds good. Smile

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 04, 2012 7:40 am    Post subject: MLEP 5.2 Released! Reply with quote  Mark this post and the followings unread

I'm now releasing MLEP 5.2 which has some fixes to some bugs introduced by fa2, updated manual, new ini and tutorial in manual for it. New Fog setup, and manually checked and removed any third ore I found on Maps. And I also moved co op maps to their own mix file.

You can download it here.

Manual Is included with DL, but feel free to grab the V5.2 manual from here as well.



Map Logic Expansion Pack V5.2 Instructions.txt
 Description:
Manual 5.2

Download
 Filename:  Map Logic Expansion Pack V5.2 Instructions.txt
 Filesize:  13.88 KB
 Downloaded:  174 Time(s)


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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 04, 2012 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Through a miss-communication. The issue with ore was actually with another type of ore westwood used besides third ore. This other ore most now be screened and maps most be rechecked again, look forward to a 5.3 version. This version is perfectly fine unless you plan to use a third ore type. Otherwise wait for version 5.3.

Update: Upon discovery that [TIB01] is normal ore "Yellow Crystal", [TIB2_01] is basically [TIB01], And [TIB3_01] is unused and works perfectly fine and even grows, and [GEM01] act as normal second ore "The Candy stuff", which is where the confusion took place.

I was asked upon request to remove [TIB3_01] from westwood game maps so that it could be used as a new ore type. Well they actually wanted [TIB2_01] removed from westwood map which borrows [TIB01] values, and basically a [TIB01] clone.

However since [TIB3_01] works fine as a new ore type to my knowledge, unless someone wants 4 ore types, I will not be removing [TIB2_01]. If demand for 4 ore types arises, I will set out to remove [TIB2_01] from westwood maps.

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon May 07, 2012 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Map Logic Expansion Pack No Storms, "MLEPNS", has been released.

It is exactly the same as MLEP V5.2 accept that it does not have the randomized storms the previous versions of MLEP have. This new Option/Choice for modders is for those which wanted the features in MLEP without the storms.

The features include:
Added Naval yards cameo removal for waterless maps.

Five pre-set Human owned buildings for all players for general mod or modes on every map.

And pre-placed Fogmode buildings for reactivating Gapping shroud.

Pack does nothing on its own unless you have a building which is used internally by MLEPNS.
MLEPNS is meant as a easily customizable pack, "comes in 2 expand mixes," for those who want to add extra spice to their mod's through additional mods or mode options.

You can download it here, or get it at the top of the thread.

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More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Nov 15, 2012 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Map Logic Expansion Pack No Radar, "MLEPNR", has been released.

MLEPNR, is exactly the same as MLEP V5.2 accept that the randomized storms shut down all players radar like in TS. This new Option/Choice for modders is for those who wanted this TS feature.

You can download it here, or get it at the top of the thread.

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More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Nov 15, 2012 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

You should upload the files to PPM. External hoster are often very unreliable and delete files after a while.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 11, 2012 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
You should upload the files to PPM. External hoster are often very unreliable and delete files after a while.


I am a member on mediafire so all my links are good for years unless they delete them. I have some files over 6 years old they have not deleted. Further they allow multiple DL's at same time, require no captcha, and offer fast dl's.

Further PPM upload time is very slow, and I'm afraid if i just leave it there in browser it may time out. That said if someone else wants to upload them to ppm that's fine. I can even provide other DL sources if you wish.


Anyways the main reason I'm writing again in this thread is because I released another Video of what can be done with MLEP.

In the video I play with my Baseless Wars mode in my Mod. I switched out Ion storms just for this mode and replaced it with a Meteor storms. Further the SW's being generated for use on the mode are via the MLEP Neutral buildings provided to all players.

This mode made possible with MLEP is a Baseless mode in which your goal is to solely rely on oil derricks for money while capturing enemy oil derricks and destroying all enemy forces. Your tools are the various SW's which cost money to provide additional support.

The offline mode allows the AI to build basses, so be warned. Generally though this is a human only Mode. I'd love to get together a bunch of people and try out a Free for all match.

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More disabled navalyards.
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Dec 11, 2012 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

<3 Hello again, Any chance you would be up on working for unofficial patches for Ra2, Yr and Ts?

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EricAnimeFreak
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Joined: 14 Sep 2009
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PostPosted: Tue Dec 11, 2012 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I sent you a PM.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jan 06, 2021 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the necro but the MLEPNR has a typo on the URL, it says "HHTTP" (an extra h) and that makes it not work. For future reference I would like to ask a mod to correct  the link.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jan 09, 2021 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for pointing it out, the link is fixed now.

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