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Age of Empires III Heaven » Forums » Scenario Design » The RMS question Thread
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Topic Subject:The RMS question Thread
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RF_Gandalf
Skirmisher
posted 04-27-06 06:09 AM EDT (US)         
This thread is intended for discussion of questions regarding Random Map Scripting for AOE3. Instead of posting questions separately in the forum, use this thread which will serve as a collection of (?)wisdom for those looking for information. I will be checking this thread at least several times per week, and I hope that the other experienced scripters will join in to add their wisdom.

For those seeking some basic starting help, try these links to some helpful information:
The Age of Wiki has a useful section on Random Map Scripting.

An AOE3RMS Tutorial by MOnTy PyThOn is a pretty complete guide to help you understand the various commands.

Finally, try downloading some of the map scripts at the Age of Empires IIIHeaven RMS Download section and open the map scripts in a text editor and check them out to see how it is done. You could also open the map scripts that came with the game to study their commands; these will be found in the directory: Program Files\Microsoft Games\Age of Empires III\rm.

So post any RMS questions here, we will try to help!

AuthorReplies:
Mister SCP
Scenario Reviewer
posted 08-22-14 01:03 AM EDT (US)     726 / 735       
the caravel isnt hard but requires modding. The simplest thing one could do is a trigger that let a ship permantly follow the travois. It could even upgrade fishingboat->caravel->ironclad?


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack
dietermoreno
Skirmisher
posted 08-30-14 03:35 AM EDT (US)     727 / 735       
The simplest thing one could do is a trigger that let a ship permantly follow the travois
Could you please tell me how to do it? (functions and parameters explained so I learn)

So maybe Knb did it that way, but I'm not looking at their triggers because then I would be commiting plagerism.


So the lake would be given coherence to be circular, the trade route way points would all be in a circle on the water, and the invisible travois (underwater) would be followed by a trade caravel.

So the trade route sockets would ring the lake.

I don't think the trade route way points actually have to be right next to the trade route sockets to still work.

When I played Dalmatia in Knb, I saw that the trade route sockets are scattered on islands all over far from the trade route way points and it still works.

Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.

Want denser forests and a huge Amazon?

[This message has been edited by dietermoreno (edited 08-30-2014 @ 03:37 AM).]

dietermoreno
Skirmisher
posted 09-10-14 03:01 AM EDT (US)     728 / 735       
I tried to make the ice go around the islands and it didn't work, intialization failed.

The changes I made that caused the map to not work appear in these lines:

// ************************ ICE LAKE *******************************

//Defines the ice sheet, not the water.

//I'm strongly considering getting rid of the lake ice, or at least keeping it much closer to the shore so the islands still place in winter.//


// Place Ice sheet if Winter.




if (seasonPicker >= 0.5)
>=0.5is ice. <0.5 is no ice.
{
int IceArea1ID=rmCreateArea("Ice Area 1");
//rmSetAreaSize(IceArea1ID, 0.14, 0.14);// - old
//How wide the ice is.
//rmSetAreaLocation(IceArea1ID, 0.45, 0.50);// - old
//Where to put the ice before rotating the ice around the lake.
rmSetAreaSize(IceArea1ID, 0.025, 0.03);
//Made the icea area the same width of the original tiny water area, 0.025, 0.03.
rmSetAreaLocation(IceArea1ID, 0.40, 0.40);
//Made the ice area a lower # than the #s of the water area.
rmSetAreaTerrainType(IceArea1ID, "great_lakes\ground_ice1_gl");
rmSetAreaMix(IceArea1ID, "great_lakes_ice");
rmAddAreaToClass(IceArea1ID, classGreatLake);
rmSetAreaBaseHeight(IceArea1ID, 0.0);
rmAddAreaInfluencePoint(IceArea1ID, 0.55, 0.5);
//Stretches the ice around the lake.
rmSetAreaObeyWorldCircleConstraint(IceArea1ID, false);
rmSetAreaMinBlobs(IceArea1ID, 2);
rmSetAreaMaxBlobs(IceArea1ID, 4);
rmSetAreaMinBlobDistance(IceArea1ID, 5);
rmSetAreaMaxBlobDistance(IceArea1ID, 8);
rmSetAreaSmoothDistance(IceArea1ID, 8);
rmSetAreaCoherence(IceArea1ID, 0.8);
rmBuildArea(IceArea1ID);
}

// ********************************* SPRING/FROZEN LAKE *************************************

//Defines the water.

//The lake is covered in ice with very small open water in the middle.


//I'm strongly considering getting rid of the lake ice, or at least keeping it much closer to the shore so the islands still place in winter.//

//I decided to make the ice stay near shore in a ring around the islands.
//The trade route waypoints for the water (invisible underwater travois) can use the ice ring as a reference!

int michiganID=rmCreateArea("Lake Michigan 1");
//The lake water is created.
// 0.37, 0.47
if (seasonPicker < 0.5)
//The lake with no ice cover.
//The "else" condition of the loop above for completely frozen lake is the "if" condition of this loop here!
//Note that there is no "else" in the loop above for the completely frozen lake.
//An "else" is not required in a loop. Only an "if" is required in a loop.
{
rmSetAreaWaterType(michiganID, "great lakes");
rmSetAreaSize(michiganID, 0.15, 0.15);
if (cNumberNonGaiaPlayers >= 4)
rmSetAreaCoherence(michiganID, 0.8);
else
rmSetAreaCoherence(michiganID, 0.9);
rmSetAreaLocation(michiganID, 0.47, 0.52);
rmAddAreaInfluencePoint(michiganID, 0.55, 0.48);
}
else
//If season picker > 0.5, then add ice. This is the else condition, because the season picker goes from 0.0 to 1.0
{
//rmSetAreaSize(michiganID, 0.025, 0.03);
//Notice that the michiganID (the water) is smaller than the water area size in the water random possibility above in the "if" part of the loop.
//Old water area values above.
rmSetAreaSize(michiganID, 0.14, 0.14);

rmSetAreaWaterType(michiganID, "great lakes ice");
//michiganID is not water at all, but actually ice.
rmSetAreaCoherence(michiganID, 0.90);
rmSetAreaLocation(michiganID, 0.50, 0.50);
}
rmAddAreaToClass(michiganID, classGreatLake);
rmSetAreaBaseHeight(michiganID, 0.0);
rmSetAreaObeyWorldCircleConstraint(michiganID, false);
rmSetAreaMinBlobs(michiganID, 2);
rmSetAreaMaxBlobs(michiganID, 4);
rmSetAreaMinBlobDistance(michiganID, 5);
rmSetAreaMaxBlobDistance(michiganID, 8);
rmSetAreaSmoothDistance(michiganID, 0);
rmBuildArea(michiganID);
//build the ice. Now the ice is built. The lake or ice is placed before the lake islands.
//So the lake islands don't place if ice is already placed where the islands belong.


Edit: oh silly me, this is what happens when I'm lazy at 3 AM and just post code here without first checking for dumb mistakes.

The error is I forgot to comment off a comment.

if (seasonPicker >= 0.5)
>=0.5is ice. <0.5 is no ice.
The second line of that should have a //.

Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.

Want denser forests and a huge Amazon?

[This message has been edited by dietermoreno (edited 09-10-2014 @ 07:19 PM).]

dietermoreno
Skirmisher
posted 01-13-15 10:28 PM EDT (US)     729 / 735       
Any RMS guys still alive in this thread?

I keep getting map failed to load when placing forest blobs

Mummy zombies on the Nile map is actually more historically accurate than tanks being destroyed by pikemen.

Want denser forests and a huge Amazon?
FiscalBasilisk
Skirmisher
posted 04-10-15 05:17 PM EDT (US)     730 / 735       
This might be a stupid question, but is there any way to make an RMS be the same every time? My friends and I are looking to play on a map that will be consistently good, but we want to play with our supremacy accounts, not scenario accounts.
Neuron
Skirmisher
posted 04-10-15 09:23 PM EDT (US)     731 / 735       
Yeah, it's possible to make an RMS spawn fixed. If it's just resources, you can try this map I made for 1v1:

Siberia 1v1

It has perfect balance on both sides. Only the trees are random. The outpost was taken out, but if it's a big deal I can put it back.
FiscalBasilisk
Skirmisher
posted 04-11-15 10:10 AM EDT (US)     732 / 735       
Thank you! That's good to hear. Do you know where I could get the RMS scripts for the built-in maps? I was thinking of modifying Large Deccan or Large Texas to be more stable.
Neuron
Skirmisher
posted 04-11-15 03:41 PM EDT (US)     733 / 735       
You can find them in one of these folders (depending on how you installed the game, CD or Steam):

C:\Program Files (x86)\Microsoft Games\Age of Empires III\RM3
C:\Program Files (x86)\Steam\steamapps\common\Age Of Empires 3\bin\RM3

Then you can open them with a text editor or some IDE. The language is similar with a C/C++ type of language.

Make sure you make backups if u modify anything. Better just copy those and make custom maps, so you are still able to play online.
jparrish
Skirmisher
posted 05-14-15 03:01 PM EDT (US)     734 / 735       
All of the links I can find of the RMS tutorial are dead. Can anyone upload a copy for me somewhere?

*

Yeah, thanks for the help. You won't be hearing from me again.

[This message has been edited by jparrish (edited 05-16-2015 @ 08:50 PM).]

Neuron
Skirmisher
posted 05-18-15 07:12 AM EDT (US)     735 / 735       
If you had a little patience, I could have told you. If you are interested enough, you will find the sources yourself, since everyone who started learning how to code random maps had to go through this problem of not finding resources to learn from.

This is a concise collection of random maps functions:

Japanese community random maps scripting reference (in English)

A complete reference of functions for the game engine for RM, AI, UI, etc. It was made for AOM, but since a huge part of the AOE3 game engine is the same, it's useful.

Mythic Freak's AOM code reference

A simple starter map script I made for everyone who wants a quick way of making a map from zero

http://aoe3.heavengames.com/downloads/showfile.php?fileid=3653
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