Posted: Wed Apr 25, 2007 11:08 pm Post subject:
undeploying help
i have made a map wherein the con yard undeploys into a Mammoth mkll, which i think is causing problems... sometimes i get an internal error, sometimes not
i was woundering if theres a way to do this without tha 50% error chance
^is whats causing tha problem i believe...
also tha map has a waypoint reveal on part of it and each of tha two players start with a carryall, but i dont think thats a part of tha problem, i believe its tha undeploying shit, but what do i kno?...
im not too good with this shit, i think i tried deleating ISOmappack and that didnt help, not sure QUICK_EDIT
hmm... u sure it worked fine? wuld any of tha other things i mentioned mess it up? the map is only 50x50 and is about 97% clear rocks... i dunno ill mess around with it when i get off work, ill try gufus advice and whatever i can think of QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Thu Apr 26, 2007 9:25 pm Post subject:
it is a trigger problem or some other ini edit you've done to your map. and do not cover your maps with just rocks. vary the terrain aand put your sual into the map by adding detail _________________ QUICK_EDIT
Posted: Thu Apr 26, 2007 10:19 pm Post subject:
Re: undeploying help
GerMiciDe wrote:
also tha map has a waypoint reveal on part of it and each of tha two players start with a carryall, but i dont think thats a part of tha problem...
actually i think thats where your problem lies. now i have a few questions
1-is there a trigger for carry alls to become player 1 and player 2s?
2-what are the events, actions, and so forth for all your triggers?
i think the problem lies in my 1st question. because if you have a trigger to make those carry alls become either player 1's or player 2's then its going to IE as you cant set that correctly in a MP map. (well as far as we know) im thinking this is the error. as others have said they had it work 50% of the time or so when having something like that.
it will also IE sometimes if you set those carryalls with certain houses as sometimes there will be 2 of the same houses. E.G.: GDI vs GDI thus the game gets confused and IEs or gives both to one player.
hope that helped some. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
tha action is reveal around waypoint on 4 waypoints in tha middle of tha map and event is timer with no time
so if one player is nod and one gdi it will work fine, huh?
any way of giving each player a carryall with no glitches?
also, any way of overriding game options (ie. short game always off, re-dep mcv always on), or maybe even overriding house choice (so this wuldnt be a problem)? QUICK_EDIT
dont change the owners of the carry alls to GDI and Nod as that will make it crash every now and then.
As far as i know and have experimented with it is impossible to get a 100% of the time working way to get the 2 players of a multiplayer map to start with certain units from doing things in finalsun.
yes if one player was Nod and the other GDI then it should work. but the only way that, that will for sure happen is online. and the only type of map that is usually played online are the no detail maps which people here dont like at all. (and yes im one of those people that dont like them )
ONE way however would be to allow both sides to have a carryall and on the start of the map. so it would be a starting unit. however this could cause you to get several carry alls at once and almost no fighting units. personally iv never tried that with an aircraft either. but its the only 100% sure way of allowing both MP map players start with a carry all i think.
also for your event in that trigger if you want it to instantly start then just use the event of "Any Event" that will cause the trigger to fire as soon as the map starts.
and as far as i know you can force the game-play scenarios such as short game and re-deployable MCVs with the map itself. but that shouldnt be a problem as you should always be able to decide that before going into skirmish or online play anyways
and im pretty sure its impossible to over ride house choice. If it wasnt impossible then there would be some pretty interesting maps out there with those features involved. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Apr 27, 2007 1:10 pm Post subject:
Well, you could go through all the trouble of making triggers that may or may not work, but if it were me, I'd just use our good friend:
AllowedToStartInMultiplayer=
Make it so only carryalls are starting units. you'll also have to make it Owner=GDI, NOD to make it available to both factions --- but that won't be a problem because nod can't build the carryall's Prerequisites anyways.
(The only thing, is I'm not sure if it allows aircraft as starting units, or if it's like the FreeUnit tag, where it turns everything into vehicles.) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Fri Apr 27, 2007 1:15 pm; edited 1 time in total QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Apr 27, 2007 8:24 pm Post subject:
mcv counts as a "building" in short-game.
As long as you have an mcv, you can't lose.
Sometimes in online short-games, people save 1 mcv and fly it around on a carryall, so that when their base is destroyed they will still be in the game.
This can be annoying, because then the opponents have to chase after it and shoot it down...either that or launch a hunter-seeker XD _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
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