Posted: Wed Feb 09, 2011 2:39 am Post subject:
Is this game mode possible?
Hello!
I would like to create a new game mode, where you only have units. You cannot build buildings yourself - just capture the common tech buildings. Whoever kills every enemy unit will win. Crate logic has to be changed. You only get units. No upgrades, no money. Pretty easy so far.
The tricky thing: I want players to get engineers to repair buildings or bridges. So every player should get the paradrop special and maybe an additional tankdrop special. Is it possible to have these superweapons without owning any building? I can give an undestroyable dummy building to every player and attach the superweapon to it... but I don't know how to trigger victory for a player if he has destroyed all enemy units.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Feb 09, 2011 8:42 am Post subject:
most Civilian structures/units such as oil derricks and other tech buildings will always be ignored and will result in an end game if you have nothing thats "true" military. Seems like there is a tag for it, but I can not find it.
BaseUnit= needs to be a vehicle your willing to tolerate only be one of. (Ctrl+f in rules to learn more about it. Its located under General)
Engineers could be AllowedToStartInMultiplayer=yes, but note you will need to adjust the owner properly 100% so you wont get all 3 engineers on all countries (it shouldnt be a problem, infact it should be done).
There is no way to have a superweapon without a building to my knowledge. Though if your willing to go through the effort and placing a building on the map with the superweapon, it should not be to difficult to pull off a similar effect. QUICK_EDIT
Try using the slaveminer logic to create a unit that spawns slave engineers and use this special unit as the baseunit.
Or completely avoid engineers and give the baseunit a building only psychic control ability with a range of 1-2, so the unit has to be next to the controlled building. You could call it mobile generator and explain that it can power a building next to it.
Then you could also make SWs only available via controlled civil buildings on the map, and don't have to care about engineers and dummy SW buildings. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Thu Feb 10, 2011 2:15 am Post subject:
Advancing slowly...
Thanks for the hints.
This game mode does only make sense on very specific maps (urban, high density of buildings, no ore, ...). So I decided to create maps especially for this game mode.
I created a new type of building, which cannot be destroyed and does not look as it belongs to any player. Each player gets one of it at the beginning of the game, triggered by the map logic. I learned from your youtube video, wardeathfun, how to do it. Thank you. I attached the paradrop special to it. It really looks as if you would have a superweapon without owning any buildings.
I figured out one big problem: of course, you lose the game if you have no units left, even if you own tech buildings. BUT... you also lose if you have garrisoned building. So if you are moving around with your last G.I., ready to nuke the rest of your enemies units with him, you should not enter a building, because then you lose instantly. Is there a way to change civilian buildings to military buildings? I try to add a BuildCat and set Insignificant to no, but it did not change anything.
Second question: Is it possible to make a tank drop from a plane without the use of NPatch, RockPatch or Ares? If yes - does someone know which Mod provides this feature?
slaveminer logic to create a unit that spawns slave engineers
Enslaves only works for harvesting purposes.
@game mode issue:
Your main starting vehicle deploys into a 0x0 foundation structure that grants you access to these superweapons. The only real way to accomplish this game mode is through turning off "Short Game" in the skirmish menu. And YR is incapable of dropping tanks as a paradrop superweapon without Ares, NP, RP, etc. QUICK_EDIT
Posted: Thu Feb 10, 2011 1:34 pm Post subject:
Re: Advancing slowly...
GMBigB wrote:
So if you are moving around with your last G.I., ready to nuke the rest of your enemies units with him, you should not enter a building, because then you lose instantly. Is there a way to change civilian buildings to military buildings? I try to add a BuildCat and set Insignificant to no, but it did not change anything.
Benjamin
You can use soviet battle bunker... I guess QUICK_EDIT
Posted: Thu Feb 10, 2011 3:26 pm Post subject:
Re: Advancing slowly...
IamInnocent wrote:
GMBigB wrote:
So if you are moving around with your last G.I., ready to nuke the rest of your enemies units with him, you should not enter a building, because then you lose instantly. Is there a way to change civilian buildings to military buildings? I try to add a BuildCat and set Insignificant to no, but it did not change anything.
Benjamin
You can use soviet battle bunker... I guess
I am not sure if I got what you mean. I tried to copy all significant flags from the battle bunker to civilian buildings, but I am still losing the game if I enter them with my last GI.
Seems like a bug to me... i don't think this behaviour was intendend.
I finished the first map. It is an improved version of the london map from the allies campaign in yuris revenge. No more ore or oil derricks. And it contains some invisible buildings at the unreachable borders, which hold the superweapons for all players.
Every player starts with some units and has three planes, which bring new infantry (every 6 minutes), tanks (every 10 minutes) and a hero (every 12 minutes). Infantry, tanks and heros differ for each country and are hopefully well balanced. Only works with Ares, of course. You have no MCV (and won't get one if collecting a crate), so building is impossible. Crates only contain useful stuff. No money, miners, MCVs and other crap.
You lose if you lost your last unit. I set all buildings to insignificant=no. That won't quit the game if you have only infantry in garrisoned buildings left.
Already played some multiplayer games yesterday... it rocks!
Last problem: the radar screen (free and fully revealed for everyone) is a bit messed up because of all those significant building. I wish I could change the color for ungarrisoned significant buildings to the standard grey. Hints are welcome.
If I have finished some more maps, I will release it as a mod.
You actually can make all thoses in an ini and simply create an game mode, but for the paradrop, you could make soo that you make an map (or copy(?)) and actually put invisible buildings out of the players vision, and soo thoses buildings don't count to short game and give you an hax paradrop, i suppose it can work.
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