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I could use some help

08-01-2009, 02:25 PM#1
WhiteFireDaemon
I'm trying to do several things in my map, but I'm not sure how to do them. I could use a few pointers. First, a couple of questions that have been nagging at me:

1) Is it possible to change certains aspects of the terrain during gameplay? Such as can you raise or lower a cliff level? Can you change the color of water from clear water to polluted water, or vice versa?

2) If I increase the maximum food limit in my map to 300, will the standard melee AI utilize this new limit or is it only designed to handle up to 100?

3) Can you destroy a non-destructable doodad?

4) Can you increase the limit of destructable doodads? (the limit on the number of trees is killing me)

5) Can you change the building or training order for units and buildings based on certain things in game? Such as once you have a workshop for the human race, scale back the number of footmen and start replacing some with knights.

6) Can you make an unbuildable terrain buildable? Such as lavaground from the dungeon, make it so that you can build on this terrain.

7) I I setup a custom AI to build a town hall or whatever, and then place that building on a map (for example, the AI tells the peasent to build a town hall, but I place one one the map so that the peasent can skip that building on the AI chain and move on to the next priority) will that race rebuild that town hall if it is destroyed? Will it try to build another town hall and ignore the one already provided?


Here's a few of the things I want to do:


1) I want to rearrange units and buildings in the object editor, and also create some custom ones, so that I can select more than one race in the player's properties menu. For example, I want to setup the demons and possibly the pandarins as races with their own buildings, units, upgrades, etc.

2) I also want to create an opposite to the blight of the undead, but perhaps not one that is limited to surrounding a building, perhaps have a unit that can change the terrain similar to building a building, it would build the terrain.


This should be enough to get me started. Any help is appreciated.
08-01-2009, 02:32 PM#2
Tot
Quote:
Originally Posted by WhiteFireDaemon
1) Is it possible to change certains aspects of the terrain during gameplay? Such as can you raise or lower a cliff level? Can you change the color of water from clear water to polluted water, or vice versa?

yep could be done with a trigger

Quote:
Originally Posted by WhiteFireDaemon
2) If I increase the maximum food limit in my map to 300, will the standard melee AI utilize this new limit or is it only designed to handle up to 100?

dunno, mybe

Quote:
Originally Posted by WhiteFireDaemon
3) Can you destroy a non-destructable doodad?

dunno, but think not (its NON-destructable)

Quote:
Originally Posted by WhiteFireDaemon
4) Can you increase the limit of destructable doodads? (the limit on the number of trees is killing me)

yep JNGP-->remove limits

Quote:
Originally Posted by WhiteFireDaemon
5) Can you change the building or training order for units and buildings based on certain things in game? Such as once you have a workshop for the human race, scale back the number of footmen and start replacing some with knights.

yep could be done with some triggers

Quote:
Originally Posted by WhiteFireDaemon
6) Can you make an unbuildable terrain buildable? Such as lavaground from the dungeon, make it so that you can build on this terrain.

yep JNGP-->UMSWE

Quote:
Originally Posted by WhiteFireDaemon
7) I I setup a custom AI to build a town hall or whatever, and then place that building on a map (for example, the AI tells the peasent to build a town hall, but I place one one the map so that the peasent can skip that building on the AI chain and move on to the next priority) will that race rebuild that town hall if it is destroyed? Will it try to build another town hall and ignore the one already provided?

dunno (AI s not my strenght)

Quote:
Originally Posted by WhiteFireDaemon
Here's a few of the things I want to do:


1) I want to rearrange units and buildings in the object editor, and also create some custom ones, so that I can select more than one race in the player's properties menu. For example, I want to setup the demons and possibly the pandarins as races with their own buildings, units, upgrades, etc.

2) I also want to create an opposite to the blight of the undead, but perhaps not one that is limited to surrounding a building, perhaps have a unit that can change the terrain similar to building a building, it would build the terrain.


This should be enough to get me started. Any help is appreciated.


sounds quite nice (love custom races; the more is changed, the more i love them)
08-01-2009, 04:10 PM#3
WhiteFireDaemon
Seems like I remember that there was a way to modify the starting conditions for a map. Specifically, I need to change the amount of gold and lumber a player starts with.
08-01-2009, 04:12 PM#4
Tot
that's easy:
Gameplay-Constants... --> search a bit
08-01-2009, 05:09 PM#5
Archmage Owenalacaster
Quote:
Originally Posted by WhiteFireDaemon
1) Is it possible to change certains aspects of the terrain during gameplay? Such as can you raise or lower a cliff level? Can you change the color of water from clear water to polluted water, or vice versa?
No to cliffs, yes to water

Quote:
Originally Posted by WhiteFireDaemon
2) If I increase the maximum food limit in my map to 300, will the standard melee AI utilize this new limit or is it only designed to handle up to 100?
No. AI build lists are static.

Quote:
Originally Posted by WhiteFireDaemon
3) Can you destroy a non-destructable doodad?
No. Only destructables may be destroyed.

Quote:
Originally Posted by WhiteFireDaemon
4) Can you increase the limit of destructable doodads? (the limit on the number of trees is killing me)
Yes. JassNewGenPack has a No Limits option under the Grimoire tab.

Quote:
Originally Posted by WhiteFireDaemon
5) Can you change the building or training order for units and buildings based on certain things in game? Such as once you have a workshop for the human race, scale back the number of footmen and start replacing some with knights.
Sure, if you can learn to make triggers.

Quote:
Originally Posted by WhiteFireDaemon
6) Can you make an unbuildable terrain buildable? Such as lavaground from the dungeon, make it so that you can build on this terrain.
Yes. JNGP has a Customize Tile Pathability option under the UMSWE tab.

Quote:
Originally Posted by WhiteFireDaemon
7) I I setup a custom AI to build a town hall or whatever, and then place that building on a map (for example, the AI tells the peasent to build a town hall, but I place one one the map so that the peasent can skip that building on the AI chain and move on to the next priority) will that race rebuild that town hall if it is destroyed? Will it try to build another town hall and ignore the one already provided?
AIs will utilize placed buildings and units to the extent their code dictates. A human melee AI will use a preplaced townhall, but certainly won't use a preplaced Demon Gate.

If you're working on custom races, you may want to take a look at my Custom Race System, as it assists in easily setting them up.

EDIT: Hahhah, fuck you Pyrogasm.
08-01-2009, 05:20 PM#6
Pyrogasm
Tot's almost right on a few of them... :P

You can use terrain deformations to alter the way terrain looks as if you were using the raise/lower/plateau tools, but you cannot modify a cliff level at all.

The difference between doodads and destructibles is that doodads are not removable and destructibles are. There's no doodad API, only destructibles. The solution (if you want removable doodads) is to recreate all the relevant doodads as destructibles with the "mushroom" pathing map.

You're not going to be able to change the WE like you want; you can't create your own directories for units. The best you can do is have a total of 8 directories: Human, Orc, Undead, Nightelf, and then the "(Custom)" versions of all of these. You cannot rename them, and you certainly can't add any.

Opposite blight be be hard, though not impossible. I would go for a new terrain tile rather than a ground unit.


Edit: Fuck you, Archmage.
08-01-2009, 05:46 PM#7
Alevice
Quote:
Originally Posted by WhiteFireDaemon
4) Can you increase the limit of destructable doodads? (the limit on the number of trees is killing me)

I'm not certain if latest UMSWE still has the No Limit s woirking as intended, but yeah.

Quote:
Originally Posted by WhiteFireDaemon
5) Can you change the building or training order for units and buildings based on certain things in game? Such as once you have a workshop for the human race, scale back the number of footmen and start replacing some with knights.

If you elaborated a bit further on that, I might be able to assist you. Sounds like it could be done mostly with basic OE.


Quote:
Originally Posted by WhiteFireDaemon
1) I want to rearrange units and buildings in the object editor, and also create some custom ones, so that I can select more than one race in the player's properties menu. For example, I want to setup the demons and possibly the pandarins as races with their own buildings, units, upgrades, etc.

I actually think you can do this via some WE modding (I'm guessing some txt editing might deem necessary). I think it might be feasible, and it would be a good idea.

Quote:
Originally Posted by WhiteFireDaemon
2) I also want to create an opposite to the blight of the undead, but perhaps not one that is limited to surrounding a building, perhaps have a unit that can change the terrain similar to building a building, it would build the terrain.

Could you elaborate on opposite blight? You could trigger the whole tile transformation and give it some custom behaviour using the PorpertyAttachmentModule script by strilanc.

FAKE EDIT: Fuck you both
08-01-2009, 06:08 PM#8
WhiteFireDaemon
I can't seem to find where to set the starting reasources at. I looked in gameplay constants but I can't find it. The problem is that I deleted the "create starting units" trigger so that I can control what the user starts with, I don't want the races to be selectable anyways so this isn't a problem. Now it's giving me a problem of automatically losing the game because I don't have a town hall pre-built and I don't have enough resources to build one.

Edit: oh and as far as opposite blight, I'm thinking of making something along the lines of holy ground or something. Give the ground a new color, perhaps a white or something, and perhaps give the trees some sparkle or fairies or something floating around them. Also would possibly need a sort of demonic lava blight, earth would turn to volcanic ground and trees could be burnt (but not useless). Holy ground I want to use for a custom race for the user, and the demonic blight would be for the demon buildings and both would work much like the current blight system.

As far as creating a new tileset, is that how regular blight works? some sort of trigger changes qualifying terrain into blight tiles within the specified range of the building?
08-01-2009, 06:09 PM#9
Alevice
CVheck the CustomRaceSystem specifiec by the Archmage. Also startying resources are set commonly via one of the melee trigger actions.
08-01-2009, 06:10 PM#10
Tot
disable victory-trigger
08-01-2009, 06:15 PM#11
WhiteFireDaemon
Quote:
Originally Posted by Tot
disable victory-trigger

I still want this map to have victory/defeat conditions, wouldn't this undermine that goal?
08-01-2009, 06:44 PM#12
Tot
no, you can write your own
08-01-2009, 06:48 PM#13
Nuclear Arbitor
disable it for testing and re-enable later. there's also something you can check/uncheck for disable victory conditions that isn't a trigger. might be what he means.
08-01-2009, 07:07 PM#14
WhiteFireDaemon
I guess I'll just write my own conditions for victory and defeat, which I'll have to learn how to do I guess, but anyways. I wrote some custom AI's for the four main races, but I can't figure out how to use them on my map. Can someone tell me how to run the computer run players with my custom AI's?
08-01-2009, 07:49 PM#15
Archmage Owenalacaster
call StartMeleeAI(player,"name of ai.ai")
or

Trigger:
Events
Conditions
Collapse Actions
AI - Start melee AI script for player: "name of ai.ai"