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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Tue Oct 27, 2009 11:09 am Post subject: Rampage190 |
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Rampage 190:
Description:
2-4 player map, all players have equal Galaxite, all cities are uniquely designed to have some sort of advantage. Center area could serve as a troop staging area or stronghold.
Author:
Akinraze
History:
Revision 1: stupid mistake, forgot starting cash.
Revision 2: moved some Galaxite to make room for Galaxite Processor
Revision 3: Traded Dominion off for H.Q. had placement issues. added Bullpup to start the game rolling.
Revision 4: Relocated cities to center of Galaxite per suggestions, Added Power to villages added VTS to all cities, Re arranged Galaxite accordingly, made all buildings 1 (One) health!
Revision 5: Added Triggers for players losing, fine tuned some textures.
Revision 6: Completed map by adding correct win/lose triggers and some very minor graphic tweeks.
Preview:
Description: |
Kill or be Killed!
Mind your buildings, all are at 1 health!! |
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Download |
Filename: |
Rampage190_vs1.pdb |
Filesize: |
6.85 KB |
Downloaded: |
2162 Time(s) |
Last edited by Akinraze on Fri Oct 30, 2009 7:53 pm; edited 7 times in total |
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cleverkathy Established Forum User
Joined: 04 Apr 2004 Posts: 99 Location: Bellevue, WA
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Posted: Tue Oct 27, 2009 12:42 pm Post subject: |
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Tested your game. Good start. Basically once you put up a game you have a week to fix it before it is removed from the list because people don't like to play a game that doesn't work. Issues:
1. Bottom right player is under the mini-map
2. Not enough room to build
3. No miner for the processor. If you are going to start with a processor deployed be sure to give him a miner
Those are the major issues. Can't test beyond the beginning until those are fixed.
Good luck!
_________________ Kathy |
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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Tue Oct 27, 2009 5:41 pm Post subject: |
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I fixed most issues, no the bottom right player part yet, but played someone and let them win, all my units were gone and he couldn't win unless I forfeited.
Any suggestions?
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Tue Oct 27, 2009 6:25 pm Post subject: |
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I will post one of the built in MP maps to this forum tonight so you can see how the win triggers work (technically end mission action, with the condition that all other enemies have zero units).
_________________ Warfare Incorporated Development Team |
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Uncle SamX2 Semi-frequent Poster
Joined: 18 Oct 2009 Posts: 28 Location: AZ.
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Posted: Tue Oct 27, 2009 7:12 pm Post subject: |
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Thanks!
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cleverkathy Established Forum User
Joined: 04 Apr 2004 Posts: 99 Location: Bellevue, WA
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Posted: Tue Oct 27, 2009 7:54 pm Post subject: |
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I played your new version but still didn't get far as the bottom right player is still too much under the mini-map.
When 2nd player resigned, I got the proper Win screen.
I like the use of terrain and features on the map. Maybe move the starting area for all players more towards the center of their quadrant.
Keep up the good work!
_________________ Kathy |
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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Tue Oct 27, 2009 8:40 pm Post subject: |
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Thanks scottlu for helping on the end mission tech's I greatly appreciate it.
cleverkathy, Thanks for the compliment & encouragement.
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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Tue Oct 27, 2009 9:19 pm Post subject: |
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I realized something I did during a test game that may make a difference.
I started a 2nd village to expand rapidly, are there additional conditions to concider there, if so please explain.
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Tue Oct 27, 2009 10:19 pm Post subject: |
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Check out this map:
http://www.warfareincorporated.com/xyzzy/files/M_02.ld
It is Desert River Riches, the first multiplayer mission in the built-in mission list. There are very few triggers - only the end mission trigger, for each side. I hope this helps. I realize this mission, and probably FAQ material on this issue, needs to get in the authoring kit download.
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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Posted: Tue Oct 27, 2009 10:32 pm Post subject: |
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I can download it, but it doesn't work when I try to open using the mission editor.
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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Wed Oct 28, 2009 6:55 am Post subject: |
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I understand now, however, do all the triggers have to be in separate entries or can they all be in one entry?
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Wed Oct 28, 2009 4:08 pm Post subject: |
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Each entry is a trigger. A trigger has conditions, and actions. The actions only happen if all the conditions are met. Each side has its own set of triggers. So for a 2 player game end mission trigger, you'd need something like this:
side 1 triggers:
CONDITIONS:
- Side2 owns Exactly 0 Any Unit
ACTIONS:
- End Mission: Win
CONDITIONS:
- Side1 owns Exactly 0 Any Unit
ACTIONS:
- End Mission: Lose
side 2 triggers:
CONDITIONS:
- Side1 owns Exactly 0 Any Unit
ACTIONS:
- End Mission: Win
CONDITIONS:
- Side2 owns Exactly 0 Any Unit
ACTIONS:
- End Mission: Lose
If you have a 2-4 player map, then you'd do the same thing for each side, but check that all the other sides have 0 units, for that side to win. Etc.
You can grab a 2-4 player map here: (this is "Xray")
http://www.warfareincorporated.com/xyzzy/files/M_15.ld
_________________ Warfare Incorporated Development Team |
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Akinraze Developing Poster
Joined: 15 Oct 2009 Posts: 23
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Posted: Wed Oct 28, 2009 9:47 pm Post subject: |
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Wow, so you have to do a win and lose trigger for each player??
So in a 4 player map, I would have 12 total triggers..... 3 for each player....?
Seemed alot easier in my mind to just set 1 trigger for each player as:
Condition:
-Side X Owns Exactly 0 Any Unit
Actions:
-End Mission Lose
EDIT:
Turns out easier than you made it sound, 2 entries total for each player.
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Thu Oct 29, 2009 12:05 am Post subject: |
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Yep you got it, 2 entries per user.
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Thu Oct 29, 2009 12:10 am Post subject: |
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Btw I'll have the MP servers fixed by 10am PST tomorrow so they'll know about new missions within 30 minutes of them being posted.
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