Forged Alliance Forever Forged Alliance Forever Forums 2019-03-19T18:44:34+02:00 /feed.php?f=53&t=13014 2019-03-19T18:44:34+02:00 2019-03-19T18:44:34+02:00 /viewtopic.php?t=13014&p=172836#p172836 <![CDATA[Re: Adaptive maps, next level map creation]]> But i don't know what does it may mean to your survival map table. Maybe you need to change your data architecture. Or maybe it is not linked. I just give you a research track. Maybe someone can give you more precise advise.

Statistics: Posted by Franck83 — 19 Mar 2019, 18:44


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2019-03-19T17:25:52+02:00 2019-03-19T17:25:52+02:00 /viewtopic.php?t=13014&p=172835#p172835 <![CDATA[Re: Adaptive maps, next level map creation]]> Statistics: Posted by DDDX — 19 Mar 2019, 17:25


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2019-03-19T15:02:12+02:00 2019-03-19T15:02:12+02:00 /viewtopic.php?t=13014&p=172834#p172834 <![CDATA[Re: Adaptive maps, next level map creation]]>

What does "too many upvalues" mean? Am I correct to assume that the game mistakes tables for resorces with tables for survival stuff? And if so, how do I fix that?


I already had this kind of error on ui stuff. It appears when you superimpose too much data layers.

Statistics: Posted by Franck83 — 19 Mar 2019, 15:02


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2019-03-19T14:36:06+02:00 2019-03-19T14:36:06+02:00 /viewtopic.php?t=13014&p=172832#p172832 <![CDATA[Re: Adaptive maps, next level map creation]]>
WARNING: SCR_LuaDoFileConcat: Loading "c:\users\baza\documents\my games\gas powered games\supreme commander forged alliance\maps\survival_mayhem&bo_3d_rpg.v0006\survival_mayhem&bo_3d_rpg_script.lua" failed: ...aps\survival_mayhem&bo_3d_rpg.v0006\survival_mayhem&bo_3d_rpg_script.lua(5682): too many upvalues (limit=32) near `)'

so, line 5682 concerns spawning of certain minions from their wavetable if a certain variety of end boss spawns (2.nd boss type, not even the 1.st one, out of 10 possible boss versions)

What does "too many upvalues" mean? Am I correct to assume that the game mistakes tables for resorces with tables for survival stuff? And if so, how do I fix that?

I have stripped the CrazyRush files down to their bare bones - discarded everything except what is needed for dynamic resources to spawn (tested on other maps to make sure it works, but when implemented into a survival - nope).

Any ideas?

EDIT: i tried implementing it in Survival Horde Ee, got an error about a random table that deals with transports spawning
elseif (RandomTransportRoute == 2 and ValidTransportDrops[1] == "TransportDrop04") then
for i = 1, table.getn(TransportRoute2) do <---this is the error line.

Seems adaptive maps are incompatible with survivals, at least, in the form they are made with Crazy Rush. Nwm, I will find a way to spawn mexes another way.

Statistics: Posted by DDDX — 19 Mar 2019, 14:36


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2018-06-07T11:35:19+02:00 2018-06-07T11:35:19+02:00 /viewtopic.php?t=13014&p=164621#p164621 <![CDATA[Re: Adaptive maps, next level map creation]]> the options of the maps will be localized and use the same language as the game.

currently the necessary changes to the code that displays the options is already done and the german translation is also finished (thx to svenni_badbwoi). The french and russian translations are being worked on and will also be available.

What then remains to be done is to implement this code in all currently released adaptive maps (which will take a while) and to wait for the next game update to enable this new feature. I am sure that this change will help the non-english part of our community to use these maps to a greater extend.

Statistics: Posted by CookieNoob — 07 Jun 2018, 11:35


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2018-04-01T20:11:58+02:00 2018-04-01T20:11:58+02:00 /viewtopic.php?t=13014&p=162341#p162341 <![CDATA[Re: Adaptive maps, next level map creation]]> https://www.youtube.com/watch?v=VVxEhCuc53g

I explain how to do it in this video :) feel free to ask me when you need more help!

Statistics: Posted by CookieNoob — 01 Apr 2018, 20:11


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2018-03-31T13:25:04+02:00 2018-03-31T13:25:04+02:00 /viewtopic.php?t=13014&p=162312#p162312 <![CDATA[Re: Adaptive maps, next level map creation]]>
Adaptive Khandum
Adaptive Pyramid
Adaptive Oc-Tal
Adaptive Ocil Wetlands
Adaptive Hibou
Adaptive Vya-3
Adaptive Alpha 7 Quarantine (20x20)

Statistics: Posted by Heaven — 31 Mar 2018, 13:25


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2017-12-20T18:29:07+02:00 2017-12-20T18:29:07+02:00 /viewtopic.php?t=13014&p=158318#p158318 <![CDATA[Re: Adaptive maps, next level map creation]]>
CookieNoob wrote:
Kiliax wrote:It would be great if you added a third option for your mirror spawn options which would be "normal" and would allow resource spawning as normal. Until/If you make that additional option could you tell me what lines of code to comment out to remove your mirror code? Have tried but always ends up broken. Would be nice to have "normal" option allow uneven player spawn to spawn there resources and NOT spawn xtra resources for mirror spot. On maps where entire team is in central location its nice to allow people to spawn where they choose and the mirror code messes this up as it ends up spawning xtra resources.


This option will not be implemented for the simple reason that FAF maps are supposed to be balanced. It's even in the FAF rules. If the map is supposed to be "rated", you cant include this option.

Also you could credit me in the map description when you use my script ;)


Will add the credit on the next map version. As JoonasTo mentioned, there are times when this is needed and I think it should be implemented. If it is unbalanced players remove paragon to make game unranked. Is it possible via Map script to set game as unranked if teams are uneven? If it is then I will spend the time writing my own script/s. I also find it extremely annoying to have team slots alternating. Curious as to why you mentioned this should always be the case? I see a lot of maps where team slots are grouped together in lobby so this must obviously be a player preference? I find it easie when hosting 3v3 etc.om a 14 player dynamic map when positioning players correctly to have team slots grouped together. Just stating my opinion.

Statistics: Posted by Kiliax — 20 Dec 2017, 18:29


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2017-12-20T12:58:26+02:00 2017-12-20T12:58:26+02:00 /viewtopic.php?t=13014&p=158283#p158283 <![CDATA[Re: Adaptive maps, next level map creation]]>
But oh well *shrugs*

Statistics: Posted by JoonasTo — 20 Dec 2017, 12:58


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2017-12-20T10:18:29+02:00 2017-12-20T10:18:29+02:00 /viewtopic.php?t=13014&p=158281#p158281 <![CDATA[Re: Adaptive maps, next level map creation]]>
Kiliax wrote:
It would be great if you added a third option for your mirror spawn options which would be "normal" and would allow resource spawning as normal. Until/If you make that additional option could you tell me what lines of code to comment out to remove your mirror code? Have tried but always ends up broken. Would be nice to have "normal" option allow uneven player spawn to spawn there resources and NOT spawn xtra resources for mirror spot. On maps where entire team is in central location its nice to allow people to spawn where they choose and the mirror code messes this up as it ends up spawning xtra resources.


This option will not be implemented for the simple reason that FAF maps are supposed to be balanced. It's even in the FAF rules. If the map is supposed to be "rated", you cant include this option.

Also you could credit me in the map description when you use my script ;)

Statistics: Posted by CookieNoob — 20 Dec 2017, 10:18


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2017-12-19T23:25:32+02:00 2017-12-19T23:25:32+02:00 /viewtopic.php?t=13014&p=158237#p158237 <![CDATA[Re: Adaptive maps, next level map creation]]> Statistics: Posted by Kiliax — 19 Dec 2017, 23:25


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2017-12-15T23:50:26+02:00 2017-12-15T23:50:26+02:00 /viewtopic.php?t=13014&p=158036#p158036 <![CDATA[Re: Adaptive maps, next level map creation]]> Statistics: Posted by Kiliax — 15 Dec 2017, 23:50


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2017-12-15T22:06:21+02:00 2017-12-15T22:06:21+02:00 /viewtopic.php?t=13014&p=158033#p158033 <![CDATA[Re: Adaptive maps, next level map creation]]>
Code:
    name = 'Pandemonium 10km TESTER 2',

you polute the map vault with 10000 versions of the same map. Just call it
Code:
Pandemonium 10km
and if you want to upload a new version, dont change the name, just the map_version = X.

then you have the "gather feedback" function active. Thats fine, but you should probably change the name there ;)

also your "naturalReclaimModifier" option is probably not exactly doing what you want... check the value for 8 players (maybe it's missing a 0 there).

The key values of your "middlemex" option are rather strange... you set the defaultkey in the script to 1. In the options file, the option with key = 1 doesnt exist and in your tables file key = 2 does nothing. It would be better to change the table to
Code:
middlemass = {{72,73}}
and the options file to
Code:
{
    default = 1,
    label = "Middlemex",
    help = "Enable/Disable Middle 2 Mexes",
    key = 'middlemex',
    pref = 'middlemex',
    values = {
        { text = "Enabled", help = "Spawn 2 additional Mexes in the middle.", key = 1, },
        { text = "Disabled", help = "Spawn no additional Mexes in the middle.", key = 2, }
    },
},


To finally come to the problem you're having: The error that occurs is this one
Code:
WARNING: BeginSession() failed: e:\gits\fa\lua\sim\scenarioutilities.lua(112): ERROR: Invalid area name
         stack traceback:
            [C]: in function `error'
            e:\gits\fa\lua\sim\scenarioutilities.lua(112): in function `AreaToRect'
            e:\gits\fa\lua\scenarioframework.lua(1172): in function `SetPlayableArea'
            ...s\pandemonium_10km.v0001\pandemonium_10km_script.lua(584): in function `Expand_MapExpand'
            ...s\pandemonium_10km.v0001\pandemonium_10km_script.lua(615): in function `Expand_StartupCheck'
            ...s\pandemonium_10km.v0001\pandemonium_10km_script.lua(62): in function `OnStart'
            e:\gits\fa\lua\siminit.lua(233): in function <e:\gits\fa\lua\siminit.lua:223>
            e:\gits\fa\lua\siminit.lua(357): in function `BeginSession'

The adaptive map script has a function to expand the map at a specific time or when other conditions are met. However, on some maps, the player spawns could eventually be outside of the initially playable area. Therefore, I added a check to test if the positions 13/14 are taken (in one of the adaptive maps they are outside of the smaller playable area). If they are, the map area is set to "AREA_1" (which you didnt define in the save.lua file). Easiest solution would be to just remove the lines 62-64 in the script file:
Code:
    if(Expand_StartupCheck()) then
        ForkThread(Expand_MapExpandConditions)
    end

since you dont use the expansion code anyway.

When you upload the map, can you use "Pandemonium ultimate" instead of "Adaptive Pandemonium" plz? ;)

Statistics: Posted by CookieNoob — 15 Dec 2017, 22:06


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2017-12-14T23:32:49+02:00 2017-12-14T23:32:49+02:00 /viewtopic.php?t=13014&p=158013#p158013 <![CDATA[Re: Adaptive maps, next level map creation]]> you can attach files to the forum post or post them via dropbox

Statistics: Posted by CookieNoob — 14 Dec 2017, 23:32


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2017-12-15T21:06:11+02:00 2017-12-14T18:59:09+02:00 /viewtopic.php?t=13014&p=158010#p158010 <![CDATA[Re: Adaptive maps, next level map creation]]> Using your script files from dropbox. Got everything working good except 1 thing - I have a 14 player map and teams work ok up to 12 players. When I use 14 players everyone becomes enemies (FFA). Any clues? If you need to see code how to send you files?

Thanks for all the support man!

Statistics: Posted by Kiliax — 14 Dec 2017, 18:59


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