Command & Conquer 3: Tiberium Wars™

Command & Conquer 3: Tiberium Wars™

C&C3 Worldbuilder Tutorial - First Steps -
Hello C&C players,
I made a little worldbuilder tutorial about the first steps to your own map.

http://www.youtube.com/watch?v=Qx3asDuitrk

I hope it's helping you.
Have a nice day.

- Protcow
Отредактировано ; 4 окт. 2013 г. в 23:54
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Сообщения 1630 из 43
Thanks! Will try it out.
Tried it, but not working as I want it. What I want is a reinforcemnt bay that spawns units relative to the player's faction. E.g. If Player 1:GDI captures the Bay, then they get an APC, but if player 2: Nod captures the same bay then they get a Raider Buggy. I want the script to recognize the player's faction and adjust accordingly rather than planning ahead as to who's going to be what faction and editing a map / script to suit that setup. It needs to be dynamic. Any help appreciated.
Автор сообщения: =T= HawK
Tried it, but not working as I want it. What I want is a reinforcemnt bay that spawns units relative to the player's faction. E.g. If Player 1:GDI captures the Bay, then they get an APC, but if player 2: Nod captures the same bay then they get a Raider Buggy. I want the script to recognize the player's faction and adjust accordingly rather than planning ahead as to who's going to be what faction and editing a map / script to suit that setup. It needs to be dynamic. Any help appreciated.
Try this script: {ССЫЛКА УДАЛЕНА}
It should spawn different units depending on the player's faction.
Works perfectly!! A huge thank you!!! I'll be adding this script into a lot of my maps ready for the next release of the TALON Mod if that's OK with you. Will add credit to the mod readme.
I had one tiny issue after playing with the script some more...you don't seem to be able to select GDI APC's from the unit select menu...everything else it there but that. Not sure if this is a script issue or if the script is reliant on a list from worldbuilder.
Sorry about this, but one more question. I added multiple Bays to a map (renaming the 2nd Bay to "Bay 2" and changing "Bay" references in the script to "Bay 2"). Ran a test where I captured all bays, but all units spawned at the first "Bay" instead of at the all bays. I don't see any waypoints or references to waypoints in the script, so I'm not sure how to make Bay 2 units spawn at Bay 2 etc.

UPDATE: When I capture "Bay 2" without "Bay" then a neutral unit spawns on "Bay". If I then capture "Bay" it gives me 2 units (that I can control) coming from "Bay".
Отредактировано HawK; 17 июл. 2014 г. в 14:08
Автор сообщения: =T= HawK
Sorry about this, but one more question. I added multiple Bays to a map (renaming the 2nd Bay to "Bay 2" and changing "Bay" references in the script to "Bay 2"). Ran a test where I captured all bays, but all units spawned at the first "Bay" instead of at the all bays. I don't see any waypoints or references to waypoints in the script, so I'm not sure how to make Bay 2 units spawn at Bay 2 etc.

UPDATE: When I capture "Bay 2" without "Bay" then a neutral unit spawns on "Bay". If I then capture "Bay" it gives me 2 units (that I can control) coming from "Bay".
I made this script for 2 Bays: {ССЫЛКА УДАЛЕНА}

Автор сообщения: =T= HawK
I had one tiny issue after playing with the script some more...you don't seem to be able to select GDI APC's from the unit select menu...everything else it there but that. Not sure if this is a script issue or if the script is reliant on a list from worldbuilder.
Use this script if you really need the GDI APC: {ССЫЛКА УДАЛЕНА}
You need to click on "Edit Teams" -> "PlyrCivilian" to change the spawns. RB means Reinforcement Bay.

Let me know if something is not working

Автор сообщения: =T= HawK
Works perfectly!! A huge thank you!!! I'll be adding this script into a lot of my maps ready for the next release of the TALON Mod if that's OK with you. Will add credit to the mod readme.
Sure, that's fine
Thanks again. I tested the 2 bay script and it's working nicely. I do have several maps that require more bays (4), would it be possible to get a script that provides 8 bays, so that it would be possible to delete what's not needed, now and in the future? I would really appreciate it.

It's a shame that it's not possible to have APC's as an option as well as multi-faction bays, but that's just the limitations of the tools I guess. I can live without APC's though, it's just that without APC's it also rules out the other faction equivalents as well if a feature is to be balanced.
Отредактировано HawK; 18 июл. 2014 г. в 4:43
Do you want a script like this one? Just with 8 Bays?

{ССЫЛКА УДАЛЕНА} (that's the script you're using right now)

or do you need the script with the APC and 8 Bays?
Отредактировано ; 18 июл. 2014 г. в 5:38
The most important thing (for me) is to have the bay recognise the faction, secondary is the APC option. If a script can do both then that's ideal, but from what I understand that isn't possible. So if I'm correct about the APC thing, then yes the script I'm currently using but with 8 bays would be great.
This is the script with 8 Bays: {ССЫЛКА УДАЛЕНА}

Let me know if something is not working. :D:
Many thanks! Will try it out now.
Working great! I'm adding all the additional players to the scripts (players 3-8 for each bay) and can send you a link to the completed file if it's of use to you.
Yes, that would be great
Here is it. I did change the spawn time to 90 seconds, but can do one for 30 if you want one. I just felt that a tank every 30 seconds is a bit over-powered, but also the mechanics of the TALON Mod are slower building structures and units, so this spawn time fits in with that. https://dl.dropboxusercontent.com/u/538995/8%20bay%20multi%20faction.zip
Отредактировано HawK; 20 июл. 2014 г. в 7:35
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Дата создания: 28 июл. 2013 г. в 12:08
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