|
Post by ranjid on Jul 29, 2018 0:28:18 GMT 1
I checked that out. It work very well. Right now I have all codes what I need for the multiplayer maps. Everything work great! Thanks! Now I have a special question QuintaxelI checked out this thread blitzsrbija.proboards.com/thread/1620/discussing-lua-scripting?page=13 and there you wrote something about units they move from A to B. How work it with units if they appear the game as reinforcement?
|
|
|
Post by Quintaxel on Jul 29, 2018 8:59:26 GMT 1
Once units have been placed on the map then they are no different form other units. So it dos not matter if they were placed on the map at the beginning of the game or as reinforcements.
|
|
|
Post by ranjid on Jul 29, 2018 9:51:25 GMT 1
Thanks!
Did you checked the other concern? I am not sure that would work or not.
|
|
|
Post by Quintaxel on Jul 29, 2018 12:54:54 GMT 1
Yes I did. I guess it's possible but as I said I'm not familiar with multiplayer games.
|
|
|
Post by ranjid on Jul 29, 2018 14:33:08 GMT 1
Yes I did. I guess it's possible but as I said I'm not familiar with multiplayer games. We can try that if you want. Maybe that work. If not we are smarter then
|
|
BigJoe
General-major
Posts: 538
|
Post by BigJoe on Jul 29, 2018 20:09:34 GMT 1
Yes I did. I guess it's possible but as I said I'm not familiar with multiplayer games. It is not difficult to become familiar with multiplayer games. They are even easier " Quintaxel ". But it is true that there are many maps created, since the game was made and commercially released a long time ago while he was at Gamespay. Many players made many maps with very interesting "Lua" files since then. I myself have a good base of maps, where there are all kinds of situations and stories. But if that is true, that "multiplayer" maps are more basic, in terms of their argument for a story, because they are all based on the same thing, two teams with several players facing each other and therefore, little basic argument there are for these maps, with the exception of the reinforcements that each player receives during the game. But I'll also tell you one thing, I see you more productive doing maps "singleplayer", not "multiplayer", because the latter, are not difficult to do for anyone, because if I did, anyone can also. I, I see you more technical and you are the ideal person to create these personalized "Lua" files, for the "Singleplayer" maps, more complex and fun to play.
|
|
|
Post by ranjid on Jul 29, 2018 21:01:57 GMT 1
I think BogJoe is right. I need only the codes for singleplayer and would test it then on multiplayer. If that would do not work then we know more. Only because that work for singleplayer do not mean that work not for multiplayer Most of the maps are finish (if that work with Kevin, then would be 10 more multiplayer maps + 2 campaign with 2 capitals each, 5 missions each) and I wait only for the last 2 things for the last multiplayer map to make that finih + Kevin on monday. Right now I can not do any more maps because would be to boring then to have everytime the same. Then the 1 singleplayer city mission and the mod is finish
Edit: So or so would be the release after the last multiplayer map and then updates.
|
|
|
Post by ranjid on Aug 9, 2018 11:00:16 GMT 1
Checked out the forum the last 2 days and found no way to fix it.
That one work very well. Is there a way to let come the first drop/spawn of units after 5 minutes and the every 2 minutes for example?
Maybe Quintaxel ? I know you do not know many about reinforcement on multiplayer but maybe a code from singleplayer could help. We know more if we try
|
|
|
Post by Quintaxel on Aug 10, 2018 15:33:41 GMT 1
ranjid, why do the reinforcements need to have the same reinforcement group ID ? Why not just create more reinforcements groups with different RG ID's ? This would make thing easier and more important more reliable scripting.
|
|
|
Post by ranjid on Aug 10, 2018 19:38:39 GMT 1
Did I understood it correctly:
Unit 1 have ScriptID 1 and Unit 2 have Scriot ID 2.
then I have 6 reinforcement grouos for example (100,200,300...600)
For example 100 with ScriptID 1, 200 with ScriptID2, 300 with ScriptID 1 again and keep doing this?
|
|
|
Post by Quintaxel on Aug 10, 2018 20:15:38 GMT 1
The function Landreinforcement (reinforcement group ID); put the the specified reinforcement group on the map.
for example Landreinforcement (100); will place the reinforcement group with the ID 100 on the map. Now each reinforcement group (RG) consists of at least one unit or squad. (this is the so called 'group property' of the RG. So in the example above the RG with the 100 could consist of units with ScriptID 101 ,ScripID 102, and ScriptID 103.
(note: a RG could also have the ID 100 and conist of an unit with ScripID 100)
A unit with Script ID 100 could also belong to more than one RG's but let not make it complicated.
The point is what do you want to do with the RG's once they have been placed on the map ?
If there is no objection of having different RG's (so RG's with different ID numbers) then your problem with RG's could be solved easily.
|
|
|
Post by ranjid on Aug 11, 2018 11:06:31 GMT 1
Tahnk you very much Quintaxel! Thats not what I wanted to know but Stanenberg helped me with a special code!
|
|
|
Post by Quintaxel on Aug 11, 2018 13:44:47 GMT 1
A special code ? Now I'm curious Anyway, glad the problem is solved.
|
|