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Grapjas

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Everything posted by Grapjas

  1. I already tried doing this with: Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen-common"); but it gives me: Engine.LoadLibrary is not a function. If i understand this correctly; it's because it's a skirmish map, and not generated from the ground up in js. ---------------------------------------------------------------------------------------------------------------- which is why this was plan A; ---------------------------------------------------------------------------------------------------------------- I've tried working with triggers before i tried to incorperate rmgen with a skirmish map. It does somewhat work (at least i was able to spawn something which gave me hope, lol) but has major issues. What i did was delete all the CC's on the map in atlas, then let triggers spawn CC"s at the start of the game. The script: The issues: This way it's very likely that players will spawn on top of eachother, and i understand why it's happening, but don't know how to fix it. @badosu in your code you popped one position out of the equation if it was used, but idk how to do that here. I don't know how to spawn a group of units/building. I've tried understanding maps like danubius and jebel for this, but can't figure out how to create and use templates and make a proper connection to them from this. I've tried which gives me syntaxerror: missing ] after element list (the format is probably completely wrong though). The map needs to be compatiable with AI for the people that like to play with them. Right now i get error "petra AI doesnt know how to interpret this map", likely because the AI gets loaded before the CC's are spawned. Unassigned players CC need to be deleted via js, like @Stan` already said. Or they simply just shouldnt spawn at all if there is a way for the script to check if the player is assigned before placing the CC's. Haven't looked into this yet because the other issues have priority tbh. ---------------------------------------------------------------------------------------------------------------- Is this so that i can use it with rmgen? Also what is stored in terrain data? elevation+textures? ---------------------------------------------------------------------------------------------------------------- This is all i have right now. Don't laugh at my nooby codes , i do plenty myself.
  2. @badosu let fixedPositions = [ new Vector2D(x:434, y:562), new Vector2D(x:466, y:946), new Vector2D(x:526, y:1392), new Vector2D(x:892, y:1365), new Vector2D(x:1224, y:1390), new Vector2D(x:1334, y:936), new Vector2D(x:1303, y:517), new Vector2D(x:866, y:499), ]; gives me syntax error: missing ) after argument list Can't find out why. Also one probably important thing i forgot to point out, is that i'm not using rmgen, because it's a skirmish map and i assume they can't work together. Starting to think i bit off more than i can chew though, im not a scripter at all.
  3. What is the format to specify the coordinates? Could i also use triggerpoints as positions for this?
  4. I just realised this gives problems if there are less than 8 players, there would still be extra CC's. So no-go i guess. zzZZzz it's not easy being stupid.
  5. What im aiming for is: I want fixed starting places on the map, but randomize to which fixed place the player will be assigned to. This way e.g. player 3 wont always end up on position 3, but can be assigned to position 8, or 5, etc. However the team members need to be adjacent to eachother. Im not sure i can formulate it clearly than this . Plan A: I already have 8 CC's on the current map im making where i want them to be. I was looking for a way via js to change ownerships of said CC's randomly on start of the game. Plan B: Delete current existing CC's, let the gen make bases for players, but at 1 of the 8 coördinates provided in the code (if possible at all). I'll crack my brain with your code , ty for help.
  6. I'm trying to give players a random position on the map im currently making. I took a look at the rmgen scripts but im a lil lost honestly. To be clear, my map already has civic centers placed, aswell as the resources, so these things do not have to be randomized. The only thing i want random is where each player will be put into existing CC, while being adjacent to team members. If up until this part of what i'm asking is not possible the way i discribe it, is it possible to make a custom rmgen2 script and put the exact coordinates where i want players to have their CC placed? I think i need some parts of rmgen2/setup.js but im doubtful as to how to approach this.
  7. Check this game manual out. It answers most questions you have well, along with vids.
  8. Try this direct link (assuming you are on windows): http://releases.wildfiregames.com/0ad-0.0.23b-alpha-win32.exe
  9. Yeah that would be helpful in some occassions like campaign maps. I'm interested in how you would do such a thing though, to learn from it. Which programs you use for the tasks etc.
  10. Would this be acceptable? Only 2 files total, 1 for each version. obstruction.rar I guess templates -> other, would be the best place for it, but i'll leave that to you. your code was more useful then anticipated @wowgetoffyourcellphone. I tried many other ways and failed.
  11. Thanks for helping, but i think it's pretty much the same thing as what i got going on at this moment You do it slightly different but i guess the outcome is the same.
  12. I haven't checked that out. Tbh i never checked how to mod 0ad ever, this mini project is the first. Are filters only useable with js? I'll check it out, probably will come back with more questions.
  13. I'm not sure i follow. In the atlas editor you see a farmfield. You can just target that to move the barrier around.
  14. This site is probably useful to people. Works very much like Photoshop. Can open psd, gimp files too. There are no pay-walls afaik. Completely free and no install is needed. Photopea | Online Photo Editor Good luck.
  15. @Stan` would you be willing to put this into the base of the game? I think it's quite an important tool for map makers who want functional ridges without destroying their visuals. In any case, if anyone needs it / want to use it here you go: invisible_obstruction_field.rar It's a farm field that belongs to no-one, is visible in atlas only. Blocks any units from moving over it, also when submerged in water. Place the template files in simulation-> templates Place 'invisible_obstruction_field' in simulation-> templates -> structures Once you've done that you can find it in the map editor under the name 'invisible_obstruction_field'. Example: Base Profile 2020.12.15 - 15.54.54.04.mp4 :
  16. I got it to work, and it does it's job perfect @Stan`. However i do have another question. Do people need to download & install the custom templates i made in able for it to work, or is it included in the map data itself somehow?
  17. I noticed in the map editor that when you place a tree underwater, a ship can't go 'through' or, better said, over it. This can be extremely handy to safeguard ridges that aren't meant for ungarrisoning by creating a underwater barrier of trees. You can place them quite spacious so performance wise it costs nearly nothing. However, the problem with using real trees is that the workers on land will try to reach it infinitely. So that's bad. My solution to this is to implement a horizontal log (wider = better) that: Doesnt float, so it doesnt impact map visuals. That can't be chopped, but is persistent. Just like a tree. Have no idea where to start though. Or maybe someone has a better approach to it or hopefully point me in the right direction.
  18. Thought i'd share this one. Was a nice game to play all around, everyone played well. It was very well balanced and there was action non-stop. The game is about 1½ hours long (with the lagg accounted for). Probaby the most notable thing is that we didn't get DDOS, lol. players: T1 Darkcity Akazid (Dizaka ig) Nagasushi Ivaylo_Uzunov T2 Grapjas Fpre Cobrakai Berhudar Near the end some wanted to call a draw, not all players agreed. A last push was done and that team won. 2020-12-11.rar
  19. Some ridges are wider and can still be used to haress enemy economy with ranged units. But they are unable to go to mainland from there and depending on the spot, they will be stuck and you cannot retrieve them. I kinda liked the extra layer of strategy to it. All ridges should be safe from any units entering over it. If this does happen i'd love to hear it so i can fix it. In my case, i noticed the red waves come from the in-game graphics option "Water refraction". @badosu Feel free to add this map to your balanced maps mod if you want.
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