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Found 3 results

  1. I've recently picked up work on an old project of mine, a game mode for Zero Hour modeled after Battlefield's conquest, in which you drain your enemies 'tickets' by capturing objectives. Scripting the majority of the mode is done, it works basically as intended. Among other things, some more work needs to be done to balance the Toxin and Infantry faction, by replacing their specialized Toxin Rebel and Minigunner units with their vanilla counterparts (at least for the early game), and also by revealing a small circle around the objectives in the fog of war. For the unit switch: 'Chem_GLAInfantryRebel' becomes Buildable (No) Command button: 'Command_ConstructGLAInfantryRebel' is added to all objects of type 'Chem_GLABarracks' in slot number 1 (1-12). And... 'Infa_ChinaInfantryMiniGunner' becomes Buildable (No) Command button: 'Command_ConstructChinaInfantryRedguard' is added to all objects of type 'Infa_ChinaBarracks' in slot number 1 (1-12). The first part of each script works, as the button for those units are not present, but the more important second part doesn't seem to be doing the job. As for the map reveal: [???]The map is revealed at Waypoint 'Ob1' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob2' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob3' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob4' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob5' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob6' with a radius of 100.00 feet for Player 'player_0'. [???]The map is revealed at Waypoint 'Ob1' with a radius of 100.00 feet for Player 'player_1'. [???]The map is revealed at Waypoint 'Ob2' with a radius of 100.00 feet for Player 'player_1'. [???]The map is revealed at Waypoint 'Ob3' with a radius of 100.00 feet for Player 'player_1'. [???]The map is revealed at Waypoint 'Ob4' with a radius of 100.00 feet for Player 'player_1'. [???]The map is revealed at Waypoint 'Ob5' with a radius of 100.00 feet for Player 'player_1'. [???]The map is revealed at Waypoint 'Ob6' with a radius of 100.00 feet for Player 'player_1'. The map is revealed at Waypoint 'Ob1' with a radius of 100.00 feet for Player '<Local Player>'. The map is revealed at Waypoint 'Ob2' with a radius of 100.00 feet for Player '<Local Player>'. The map is revealed at Waypoint 'Ob3' with a radius of 100.00 feet for Player '<Local Player>'. The map is revealed at Waypoint 'Ob4' with a radius of 100.00 feet for Player '<Local Player>'. The map is revealed at Waypoint 'Ob5' with a radius of 100.00 feet for Player '<Local Player>'. The map is revealed at Waypoint 'Ob6' with a radius of 100.00 feet for Player '<Local Player>'. Been at it for a good few hours today, without much luck. Any help is greatly appreciated!
  2. So, after a loong time not touching the game I've decided to make some nice and heavily customised map. This would be both heavily scripted and map.ini edited. Right now I'm thinking of disabling all / most of the building capabilities of dozers and giving some default buildings in the bases such as some defences, infantry barracks, command centre, maybe strategy centre. In the map you'd have some neutral indestructable uncapturable buildings that would occasionally produce tanks / aircraft and make them unmanned, therefore you'd get units specific to factories you're holding and try to wreck the other players with your captured stuff. Of course, I'd like to make it more nuanced, eg.: -> every player could create trucks / convoys which would be used (up) to upgrade the civilian factories to produce more / better vehicles -> could have a civilian nuclear plant somewhere - when it's destroyed the whole map would have a bit of a radiation poisoning. The closer you come to the destroyed plant, the faster you lose health. As a matter of fact, I have already implemented this bit. What I hope to get here is more ideas and feedback before I start properly. Keep in mind I'm quite good with this stuff, so don't worry too much about viability. Anything goes. I also hope to see whether the community is dead. The game is really old, after all. Oh, and one last thing - I might be doing this with the Destructive Forces mod as it adds a lot of stuff I could work with. I'd be happy to hear what you guys think about that as well. Thanks for your time
  3. 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?
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