Does anyone know about making random maps with a script editor, if you do, please tell me the syntax for getting all player villagers to start at the middle of the map.
[This message has been edited by The Goo (edited 01-25-2005 @ 01:03 PM).]
Good question, and I'm not entirely sure. I guess the simplest way is to define a border for the player’s lands. You will need to consider map sizes and may need to load conditionally to get it right for all sizes, and avoid crashing problems, but try the script below and see if that works.
Another way would be to create a land with a specific terrain in the center, say GRASS3, and then define the terrain to place the units on "terrain_to_place_on GRASS3", but TC's scouts and villies will always be placed on players lands if they are defined IIRC.
well im trying to do this with out TC's, tried to define borders, but it seems to completely ignore that, anymore helpful hints would be appreciated
[This message has been edited by The Goo (edited 01-25-2005 @ 01:03 PM).]
MZ Squire
(id: Magnum Zero)
posted 01-25-05 03:06 PM
CT (US)
4 / 15
Look at a nomad map, I think you can find some stuff in one.
___________Zero___________ I only wish I had wit.
Wizer Squire
posted 01-26-05 05:51 AM
CT (US)
5 / 15
Quoted from Berserker Jerker:
but TC's scouts and villies will always be placed on players lands if they are defined IIRC.
If you create them using a high min_distance_to_player value (like 75) and no max, then they would be placed off player_lands (I will test this to be sure)
err... BJ if you go 1/2 way from each side there's nothing left for land. If you want land_percent 1 then doesn't at least 1 side need to be set at 49?
This would leave 10% of map for land placement. If you look at rms for Baltic, lake is made this way...
Quote:
create_land { terrain_type WATER land_percent 85 left_border 10 right_border 10 top_border 10 bottom_border 10 border_fuzziness 40 zone 16 }
if you add create_land { terrain_type DIRT land_percent 7 left_border 40 right_border 40 top_border 40 bottom_border 40 base_size 15 clumping_factor 4 border_fuzziness 10 land_id 15 zone 15 other_zone_avoidance_distance 4 } it will create an island on the lake.
If you create them using a high min_distance_to_player value (like 75) and no max, then they would be placed off player_lands (I will test this to be sure)
Yes that’s true, but the point was to place all units in the center, and distance from player is in any direction, so you could be near the edge of the map.
Quote:
err... BJ if you go 1/2 way from each side there's nothing left for land. If you want land_percent 1 then doesn't at least 1 side need to be set at 49
Hmm, good point, but I was thinking that it defines the center point of the land that is created, and not the edges, not so sure now. I have tried this and all TC’s scouts, and Villies were in the center, not tried it without TC’s though.
@The Goo, show us the script you are using and we might be able to help further.
[This message has been edited by Berserker Jerker (edited 01-26-2005 @ 06:19 AM).]
Wizer Squire
posted 01-26-05 07:48 AM
CT (US)
7 / 15
Quote:
Yes that’s true, but the point was to place all units in the center, and distance from player is in any direction, so you could be near the edge of the map.
lol I know, I was just pointing out that TCs, scouts, & villies aren't always placed on player_lands, in other words I was just being a smartass
Quote:
Hmm, good point, but I was thinking that it defines the center point of the land that is created, and not the edges, not so sure now.
I thought it was the edges not the center, damn now I'm not sure, lol I'll have to check it out.
Quoted from The Goo:
well im trying to do this with out TC's, tried to define borders, but it seems to completely ignore that, anymore helpful hints would be appreciated
So if I read this right you're trying to create a nomad type map but with all villies starting at the center. If so I would go with BJs idea and make a center 'land' using a terrain not used elsewhere and terrain_to_place_on command. Just remember to create_player_lands even though your not placing units there. Otherwise the game will create TC & villies and place them where ever it wants.
Quoted from New RMS guide:
create_player_lands { ... } Creates starting lands for ALL players. Usually there's one and only one create_player_lands statement. If you use create_player_lands more than once, each player will have multiple starting towns! Instead of create_player_lands you can use assign_to_player (see below) If you create no player lands at all, you can't place starting units and resources (only Center and Villagers will be placed somewhere)
Thanks Wizer, i replied in the other post aswell, it worked out perfectly, now all I need is trees to be placed on map like the Land Nomad Map, I have tried a few things but noithing worked out. Any help would be helpful Sure i can send you the map, let me know where, I can send file to you with any messenger service or i can e-mail it
And Wizer, I am trying to make a LN map with all players starting from the center of the map. Trying to add some spice to the game.
Thanks
[This message has been edited by The Goo (edited 01-26-2005 @ 10:50 AM).]
The Goo Squire
posted 01-26-05 02:59 PM
CT (US)
9 / 15
OK, now the only problem i have is that i get double the amount of vills on map
/* Standard 3, 4 (Mayans), or 6 (Chinese) Villagers */ create_object VILLAGER { set_place_for_every_player terrain_to_place_on DIRT }
[This message has been edited by The Goo (edited 01-26-2005 @ 03:40 PM).]
Berserker Jerker Squire
posted 01-26-05 05:45 PM
CT (US)
10 / 15
You’re creating two players lands, that’s why you are getting double the amount specified. The game creates units specified using the set_place_for_every_player on each of the player lands defined. Alter one of the player lands to create_land and that will fix the problem.
yep what he said also the 1st create_player_lands doesn't need 0 value attributes as 0 is default and the lines : set_scale_by_size number_of_clumps 30
don't belong. I got your script and will email you my thoughts also sent you a rms I put together after reading your post yesterday, check it out but keep in mind it hasn't been tested & I only looked at it with giant map.
I don't think that would work because place_on_specific_land_id Does not work with personal objects
Quoted from New RMS Guide:
land_id N Assigns a numeric label to the land (it has nothing to do with zone labels). Its value is not important. This allows objects (see below) to be placed only on this land, using place_on_specific_land_id. Does not work with Player Lands Land must be separated from others by water (or shallow / ice / beach for objects not allowed there)
Quoted from New RMS Guide:
place_on_specific_land_id N Places objects only on the Land marked by land_id N. Does not work with personal objects Land must be separated from others by water (or shallow / ice / beach for objects not allowed there)
BTW I did mention to use a terrain not used elsewhere on map.