3 posts in this topic
By Roger Dyer
Hi, well I am trying to work on a mission map that I have made, but I having trouble figuring out how to set up the scripting for a trigger area, i.e. I am trying to script actions in and around a triggered event in the game. I have part of the script done but am unable to quite workout the rest.
What I am trying to do is get an enemy unit to to do certain things once the trigger has be activated, i.e. I want an enemy base commander to escape capture, in order to trigger other events on the map. Now I have all the relevant buildings, units, trigger area and way points set up, but it is just sorting out the scripting for the triggered event, including the possibility of set up of some sort of cutscene to go with the triggered event.
So here is what should happen in the mission.
Intro, able to do this
Hero team enter map, have not decided how they are going to enter map
Hero team set up base and scot area
Hero team locate abandoned Faction base and take it over, triggering scripting copied from ZHUSA-md05 and 1st enemy sub base to become active and start hunting, can do this my self
Scot and capture 1st enemy sub base, triggering cutscene, having trouble with scripting this bit
Triggered cutscene see enemy unit escape and trigger a new phase of mission, i.e. enemy 2nd sub base becomes active and start hunting
Again same as 5
Triggered cutscene see enemy units escape and trigger a new phase of mission, i.e. enemy main base becomes active triggering final phase of mission, i.e. seek and destroy
End cutscene, can work on that or might copy ZHUSA-md05 end script
So what it is I need is help working out the scripting to make the escape/cutscene work! Or could I use the same scripting as the intro to do this or will I need a new set of scripts?
The cutscene should run like this,
Player has unit ground in trigger area
Base commander un-garrisons from HQ and follows way point path to sleeping chopper
Base commander enters chopper
Escape chopper takes off and follows way point path to enemy 2nd base
Chopper lands, after running from chopper base commander enters trigger area and enters the enemy 2nd base command center
Triggering next phase of the game, i.e. the transport of toxins from 2nd base to main base also triggering timer for supper weapons and chemical rocket attacks on the player bases.
The only bet I am having a problem with is trying to work out the full list of scripts to make the triggered events to work like a cutscene, i.e. something like the ones used in ZHUSA-md03. I have attached 4 jpegs, 2 showing the two bases layout and 2 showing close up of start point and finish point's, as you can see every thing is in place, all I have to do is sort out the cutscene,I have made basic intros for other maps and can do the same for this one, but it is just getting my head around the making of the cutscene and once I have made it, I can then make a second cutscene for the triggering of phase 3/final part of the mission. As well as little extra bits here and there, but it is just doing the first one that is so hard.
Hope this helps?
I've been working on replacing all 49 (!) missions from the original c&c campaign. So far I've finished GDI & Nod 1-4 (with alternates=13 missions) This campaign is meant to run concurrently with the originals. For example, in GDI mission 1 you must guide a computer controlled Nikoomba back to his village (where in the original game, Nod kills him in their mission 1) Simply drop the .mix into your c&c directory select "start new game" (NOT new missions) and have at it. I'd appreciate any input I can get. If you love them or hate them, let me know! I'm also open to any ideas for future missions, just keep in mind build level and such.
Medical Center Assault
Medical Center is a map designed by MPF Games with an Assault type of game in mind.
It features a cool looking Medical Center which GDI has to protect at all costs for 40 minutes while Nod has 40 minutes to destroy it.
The Medical Center
GDI's most important Medical Center is centered on this map where wounded soldiers are treated, medicine are developed and tiberium research is done.
At mapload a timer will initialize for 40 minutes within which Nod must attempt to Assault the Medical Center and destroy it.
GDI must protect the Medical Center above all and prevent its destruction or lose.
When the timer of 40 minutes runs out and the Medical Center has not been destroyed by Nod, then GDI wins.
If Nod succesfully destroys the Medical Center then Nod will win the game.
Scientists and Nurses
Inside the Medical Center are working several Scientists and Nurses, GDI should absolutely not kill them.
For every friendly kill of a Scientist or Nurse your points will be dropped by -1000 and your money will be reset to 0 credits.
Nod however can kill them at will
The GDI Base
GDI has three Advanced Guard Towers defending the Medical Center. One at the leff, middle and right of the base accompanied by Guard Towers.
There is a Barracks, Tiberium Refinery, Power Plant, Helicopter Pad and a Weapons Factory.
The Weapons Factory only produces Humm-vee's and Harvesters, all other vehicles are disabled from the Purchase menu.
The Nod Base
All Nod buildings are invulnerable and cannot be killed by GDI. The sole and only purpose is to defend and attack the Medical Center.
There are no limitations to the Purchase options for Nod.
Although the Purchase menu has most vehicles disabled, it is not that GDI won't have any good armor:
At the Weapons Factory spawn 3 Mammoth Tanks, 4 Medium Tanks and 2 MRLS's.
At the Helicopter Pad spawns 1 Orca.
At the Medical Center spawn 2 Ambulances and 1 Medevac Helicopter.
when killed they respawn 1 minute after.
These vehicles are Team Locked to GDI meaning that Nod cannot steal them until at least one GDI has entered them before abondoning it.
Ambulances and Medevac Helicopters
Ambulances repair all units within a radius of 25 meters by firing its weapon. It will sound a sirene when done so.
The Medevac Helicopter refills the health and armor of every Passenger that enters it.
This map requires very good teamwork for both teams to win. Use the tunnels as Nod to your advantage in taking out the (Advanced) Guard Towers.
During the testing phase with more than 30 players at a time both GDI and Nod have won multiple times and the balance seems to be relatively alright.
Thanks for reading!
Video and Screenshots below:
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