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SlowSnail3o



Posts: 64
Join date: 2009-07-07
Age: 22
Location: Slovenia

PostSubject: Advanced scripting   Sun Jul 12, 2009 5:21 am

Hey Sage,
since u r doing mod, u might be able 2 help me.
I wanna make script where basic idea is: u start with a weak unit
then u move it to specific part of a map where u will be able to switch if for another unit, but it will cost mana.
u get mana by taking bases, there will be many minor bases around the map
and when u get enough mana u can change ur unit for somethign better
and goal is to destroy one devine lodestone in enemy base
on each team will be ai who will build only tier 1 swords and bows and catas and patrol them into enemy base

Questions:
I need to find out how to make those hot spots where u will be able to switch unit...
I need to find out how to make ai patrol barracks into enemy base.

Can u help me? Pretty please Smile I only need some info how to do these things, google doesn't say much.
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KM-Sage
Lead Designer of Ta Kingdoms: The New Era


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Join date: 2008-08-02
Age: 25
Location: West Haven

PostSubject: Re: Advanced scripting   Mon Jul 13, 2009 2:05 pm

I believe you can only do that into a scrpting map if you are planning to use it online.
This guide might be able to help you: http://www.kingdoms-rx.com/tutorials1.php
If not, I'm sure clay can help you out.
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Wed Jul 15, 2009 8:07 am

Does anyone have idea hot to enable map revealed in scripted maps?
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ACE



Posts: 278
Join date: 2008-08-06

PostSubject: Re: Advanced scripting   Wed Jul 15, 2009 5:14 pm

i have no idea on how to make a map script but surely you could do

(when you get to hotspot) trigger
spawn new unit
delete old unit

can't that be done in cartographer?
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Wed Jul 15, 2009 6:29 pm

@ACE iit can be done in Cartographer, but AIs movements cant be pre assigned at least advanced ones.

@Sage could u please ask Axl about making scripted maps without cartographer, its making me really sad lol. Clay doesn't know.
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KM-Sage
Lead Designer of Ta Kingdoms: The New Era


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PostSubject: Re: Advanced scripting   Wed Jul 15, 2009 6:48 pm

SlowSnail3o wrote:
Does anyone have idea hot to enable map revealed in scripted maps?

I believe that would be part of a new patch. Everyone would need to have these files to allow map revealed.

SlowSnail3o wrote:
@Sage could u please ask Axl about making scripted maps without cartographer, its making me really sad lol. Clay doesn't know.

I'll sure ask him.
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Clay4141



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PostSubject: Re: Advanced scripting   Thu Jul 16, 2009 8:15 am

Just like Ace said, when you get to hotspot (trigger on top of specialized tileset build picture you said you made); you spawn new unit, and delete old unit. Or you delete old unit first and then spawn new unit.

You cannot enable map revealed in scripted maps. Options; give person or AI lighthouses, or scouts, or building that only makes scouts.

Why don't you do like Rock does in his scripts to move units to location? They attack anything there. Or you can make several triggers that connect, and..... make a rule where the unit will always move from A to B, B to C, C to D, and D to A again. This will create a loop where the unit is constantly moving from 1 trigger to the next, thus patroling an area, and it will NOT leave that area, if all the spawns are connected in a square or some invisble shape.

Make sure you specify add resource or subtract resource when taking bases or changing units.

++++++++++
I don't understand how a single unit can take out a base? -.-
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Thu Jul 16, 2009 4:22 pm

ok, I started doing it in Cartographer, but I am still interested in manual coding the script.

Why I can't share sight with AI if he is on my team???
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 2:49 am

Clay4141 wrote:


Why don't you do like Rock does in his scripts to move units to location? They attack anything there. Or you can make several triggers that connect, and..... make a rule where the unit will always move from A to B, B to C, C to D, and D to A again. This will create a loop where the unit is constantly moving from 1 trigger to the next, thus patroling an area, and it will NOT leave that area, if all the spawns are connected in a square or some invisble shape.



So that means unit wont just walk, but it will also attack on its way?
Tested doesn't work as I would like, better to use AI then.

Clay4141 wrote:
++++++++++
I don't understand how a single unit can take out a base? -.-

Yes that is why I need an AI to do some of the work. I also added few conditions so you could buy more than 1 unit, but it will be still limited.
And do u happen to know how to use countdown timer?
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Clay4141



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 8:59 am

Look Slow, im telling you your options for doing what you are trying to do.
And I just want you to know, your attempting a very very huge script for your first script. I'm not trying to discourage you, but the things you are trying to accomplish in this script cannot all be done.

What do you mean, better to use the AI then? The AI controls all units in the script. I know that loop I described works amazingly if done right. If its not what you are looking for, then I don't think I can help you.

And the countdown timer is when the clock counts down obviously. After the said countdown is completed, the action(s) is done.

Do you even know if your script is working so far? Have you tested any of this so far?

And you just can't share sight with the AI, its not in the game!!!! And you can't manually edit the script!!!! We already went over this. They're both impossible!
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 9:33 am

Oh, sorry I didnt know we already disscussed not sharing sight with an AI. Anyhow yes I have been testing it for whole 2 days. It is true that it has become one huge script and Carthographer script tool is just painful when u have 30+ rules per player plus some rules for all players, that is the reason why I want to find a different way. Now I know u know only Cartographer way, maybe there is someone who knows manual scripting.
Some features ended up relatively well, limitations are huge but i think i have done it as good as possible.


Last edited by SlowSnail3o on Fri Jul 17, 2009 10:12 am; edited 1 time in total
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 9:41 am

Oh I forgot in few hours I will probably release it, now I got to study first then Ill test it again on my Lan if it will work to my sattisfaction I will release it.
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Clay4141



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 11:34 am

GOOD LUCK!!!!!

I'm just letting you know, no one else I can think of knows how to manually edit a script.

A few people to ask or look around for to get a hold of who might know.....
Maybe someone from the Wolfclan; sage might have contact info somewhere?
Look up RedWarlord, if you can find him he might know.
Ask AxlRose if he has any idea of anyone, I know he knows a great deal about this game.
And maybe someone on mtmcwebdesigns if you ask there again?

To my knowledge no one has any idea about manually scripting. Im pretty sure you can't because Cartographer is a program that translate the code into words so its easier for you to script.
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SlowSnail3o



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PostSubject: Re: Advanced scripting   Fri Jul 17, 2009 12:03 pm

Well as I know some programming, a program like Cartographer makes script as if u would do manually, only problem is that Cartographer compiles that script into .crt file format.

And about my script I seem to have stumbled upon some issues because flags are not global but for each player can be same flag different, which makes no possibility of team oriented scripts, for example, if Player 1 controls mana at X location, give Player 3 some resources.
Currently user interface in cartographer does not allow that.

EDIT: Actually I seem to have it working now. But editing script is really hard since u can see only one rule at the time.


Last edited by SlowSnail3o on Sun Jul 19, 2009 1:16 pm; edited 1 time in total
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Clay4141



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PostSubject: Re: Advanced scripting   Sun Jul 19, 2009 11:17 am

yeah... i think ur right.
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