Yes, this is what I was talking about. I'll do my best to explain it. Just before you all go happy screaming around in anticipation, I'm afraid I'll have to tell you this is merely showing what I discovered, it's not anything we could use too much, but it breaks several previous statements.
Anyhow, I was testing some scripts, I wanted to see wether some of the unused ones actually worked. That's when I made the discovery.
Hmmm, you can't have units appear in MP, right? Wrong. You can. And you can't.
I made a simple trigger spawning a truck... However, I accidentally forgot to set anything for the teamtype parameter (it turned 0, any other values like 1 and 2 caused an IE)
, so the reinforcement teamtype field was blank. However, when I went in-game to check out what the new script did, I saw something creepy. Instead of a truck, an APC appeared that deployed engineers. And more importantly, those engineers started running to capture enemy buildings right away. They were in hunt-mode. I was playing multiplayer! Yes, very interesting.
Who cares about a neutral APC with neutral engineers? It's not that interesting, it's just a bug! Wrong. There was another creepy thing about the engineers and the apc.
They were mine... It wasn't neutral.
Yes, I could move them around, the apc and engineer that appeared were mine. I could control them and break off their hunting-mode. Yes.
Weird, aye? Well, there's another weird thing to it. It was on a test map versus one AI player. I was playing as GDI. Facts about this anomaly:
- If first player is GDI, he/she gets them. In a player VS AI game, this means a GDI player will always get them.
- If the player is Nod and the AI is GDI, either the AI gets them, or they turn neutral.
- If both the player and the AI are Nod, you'll get an IE.
If you enter an invalid value for the WP, the team will somehow appear somewhere in the middle on the top of the map. It's a fixed position, though. It has nothing to do with X and Y coords, or something. Entering -1 for the WP acts like a 0.
Aha, you don't believe me? Well, for the non-believers who think I turned into Sevelys with his Shipyard patch, I've got proof!
Play the attached map and destroy the ammo crates in the center of the map. Then gaze in awe at what happens, just like I did.
Yes, it's a stupid discovery, I know. But... I can claim it's my discovery... Right?
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Jul 20, 2007 1:36 am Post subject:
That is a weird discovery ..
I could only guess it's something like a default filler upper for some something or other.
[IIRC]
I believe the teamtype would be set to the GDI house, which as we know is the GDI player with the highest color in the color list -
1 Gold
2 red
3 Dark Blue
4 Green
5 Orange
6 Light Blue
7 Purple
8 Pink
WTF TitanMark, exactly the same thing happened to me a week ago when I was testing out my multiplayer map. I made a trigger to spawn a truck, but I guess I did the same mistake as you did, and it spawned an APC which unloaded a bunch of engineers. I was playing without bases, so they didn't go into "hunt", but they turned into blue in remap. I was playing Nod, so I didn't get them, but obviously, there was a GDI AI with blue as color. Weird, huh? _________________ QUICK_EDIT
Ahhh... It turns interesting, I'm going to test what House= does in this case, it's supposed to work for both houses... But the first player of that side is still the one who gets it. I'll see of what use this'll be. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Jul 20, 2007 1:50 pm Post subject:
Well, wouldn't it be the same effect as making a GDI-house team with a taskforce of 5 eng & 1 APC? _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Fri Jul 20, 2007 8:59 pm; edited 1 time in total QUICK_EDIT
The only way things like this will ever be useful is if in Multilayer instead of assigning to GDI and Nod it assigned to player 1 and 2 and etc separately. _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Jul 21, 2007 9:20 pm Post subject:
well, it would work perfectly for a 2-player Nod vs. GDI game.
Have the GDI player be gold and Nod player be red, and guaranteed they will start in the same place every time & get the stuff assigned to each respective house.
(well, in my experience...) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I haven't mapped YR in ages, like 2 or 3 years (I don't even have finalAlert on this PC >_>), I never really got into the game, but if I recall correctly, Multiplay 1, 2 etc. (or whatever they are called) don't work properly, they shared the same house number with some of the main houses and would be converted to them. That's just my memory, though, a RA2 mapper should shed some light on this... Which is highly unlikely because this is the TS mappers forum... QUICK_EDIT
YR has special values for action parameters that need a country value that can assign stuff to a specific player based on starting waypoint. RA2 does not. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum