Forged Alliance Forever Forged Alliance Forever Forums 2015-03-28T17:52:00+02:00 /feed.php?f=41&t=9590 2015-03-28T17:52:00+02:00 2015-03-28T17:52:00+02:00 /viewtopic.php?t=9590&p=97248#p97248 <![CDATA[Re: Two map / mod questions]]>
Drew

Statistics: Posted by marsh970 — 28 Mar 2015, 17:52


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2015-03-28T17:28:12+02:00 2015-03-28T17:28:12+02:00 /viewtopic.php?t=9590&p=97245#p97245 <![CDATA[Re: Two map / mod questions]]>
I've looked at the folders and maps and think I understand what you all are talking about. BTW, I'm not a programmer. :)

First, I see that some maps have a "no rush" radius, so putting it in there looks pretty simple so the AI can "wake up" at game start (we usu. put in a no-rush period). Is it just a simple one-line addition to the script file, or do other mods also have to be made?

Second, where do I find the "custom" FAF maps (the ones we've downloaded from the vault)? I can't find them in the FAF directory, and when I go to the E:\STEAM\steamapps\common directory I can find the maps that came with the games, but not the custom maps. I find that I have to look in the "scenario" file to figure out what the map is called, since each map seems to have a generic name (e.g. SCMP_005).

Thank you again.

Drew

Statistics: Posted by marsh970 — 28 Mar 2015, 17:28


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2015-03-20T22:56:48+02:00 2015-03-20T22:56:48+02:00 /viewtopic.php?t=9590&p=96450#p96450 <![CDATA[Re: Two map / mod questions]]>
Drew

Statistics: Posted by marsh970 — 20 Mar 2015, 22:56


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2015-03-19T08:28:11+02:00 2015-03-19T08:28:11+02:00 /viewtopic.php?t=9590&p=96363#p96363 <![CDATA[Re: Two map / mod questions]]>
Turn off no rush or different map. Or you could edit the map files like domino said. Your friend would have to do this as well or you could upload it to the vault.

Statistics: Posted by Deering — 19 Mar 2015, 08:28


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2015-03-18T01:34:05+02:00 2015-03-18T01:34:05+02:00 /viewtopic.php?t=9590&p=96249#p96249 <![CDATA[Re: Two map / mod questions]]>
For question two, it is the human players that can't move their ACU. It doesn't make sense, of course, that we wouldn't be able to move our ACU because of the AI markers (which I learned about recently).

Grateful for any help folks can offer.

Drew

Statistics: Posted by marsh970 — 18 Mar 2015, 01:34


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2015-03-15T13:12:37+02:00 2015-03-15T13:12:37+02:00 /viewtopic.php?t=9590&p=96120#p96120 <![CDATA[Re: Two map / mod questions]]>
To answer your questions,

1. its either a restriction from the lobby, but most likely its scripted into the map script, something like AddBuildRestriction('CATEGORY', true)
have a look in the map forlder then the _script file you will most probs find it in there, you can copy the mod folder, alter the script a little, pass the new version of the to your friends WIN!

you prolly want to rename the map and files, so that it doesnt interferre with the actual map unmodded from the vault. 5mins max to actually mod the map folder name and files :)

2. some maps do not have AI pathing markers when the AI commander does not move on game start this is a good indicator that this is the case.
(yes you can add them but its not easy.)

Domino

Statistics: Posted by Domino — 15 Mar 2015, 13:12


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2015-03-15T01:20:48+02:00 2015-03-15T01:20:48+02:00 /viewtopic.php?t=9590&p=96106#p96106 <![CDATA[Two map / mod questions]]>
1) How can I determine what's not allowed when using a new custom map and associated modifications, and how can one turn that off? Don't like banned Resource Generators when playing AI.

2) For some custom maps, immediately upon game start the ACU will not move (two human player vs. AI, if that matters). Does this result from a setting conflict?

Thanks!

Drew

Statistics: Posted by marsh970 — 15 Mar 2015, 01:20


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