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ANNOUNCEMENT - Extended Map Validator (working title)
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Nov 11, 2012 2:02 pm    Post subject:  ANNOUNCEMENT - Extended Map Validator (working title) Reply with quote  Mark this post and the followings unread

Creating a map, and especially a singleplayer map, is a delicate process. Each trigger has to be correctly set, otherwise the game crashes.

Matze originally added some sort of map validator to his map editors, but they weren’t that helpful. That’s why I got an idea, let’s make a map validator that checks everything, and tells you what you did wrong.

The Extended Map Validator currently covers the following aspects of map making:
* Actions
* Events
* Waypoints
* Celltags
* Houses and Ownership
* Variables - Globals and locals
* Ares and its fixed/re-enabled Events and Actions
Checks for missing TeamTypes and ScriptTypes are already made by Matze.

Basically the Validator looks into your INI files and check whether the set BuildingType for example, exists. Parameter is an integer, so a float value is incorrect.
It reads,
rulesmd.ini, artmd.ini, evamd.ini, soundmd.ini, thememd.ini, FAData.ini and your map file.

There are two Actions I’d like some explanation of:
35=Preferred target... - Specify what the trigger's house should use as its preferred target when using special weapon attacks.
The parameter you can set is ‘Quarry’, what does this mean? I have no clue.

84=Wakeup group... - Wakeup all units of specified group.
What should be defined in the parameter? It says ‘number’, but how can you define a group?

Then about crates. Poison, Gas and Tiberium don’t work in YR/RA2, right?

If you think I missed something that definitely needs to be checked, please reply. I know a lot about map making, but not everything.

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Last edited by RP on Sun Nov 11, 2012 3:36 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Nov 11, 2012 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium crate definitely works and I think Poison and Gas as well.

_________________
"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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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Nov 11, 2012 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

There isn't a Poison crate. Tiberium and Gas both work, although Gas spawns too many mispaletted lighting storm clouds, making the game lag.

_________________
mentalomega.com

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MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Sun Nov 11, 2012 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gas spawns whatever the [GAS] warhead is, I used it to make chaos gas Smile

_________________
MIdAS - Turning wages into beer since 2002

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