You must be logged in to post messages.Please login or registerScenario DesignModerated by MosheLevi, Mister SCP
 Hop to:   Main Page    Forum Announcements        Forum Rules        Moderation Announcements    Age of Empires III Heaven        Cheatbusters        News Discussions        General Discussions        Strategy Central        Future Robot, Bonfire, ..        Recorded Games    Scenario and Modding Design        Scenario Design        Modding Discussions        Downloads section    Community Forums        Clans Exchange        Tech Help        Website Feedback        The Saloon (Off Topic)    Other Age Of Heavens        Age of Empires Heaven        Age of Kings Heaven        Age of Mythology Heaven        Age of Empires Online H..    Community Links        Outside Discussions        The Library        The HTML Forum    Archived Forums        AoE3H Mentor/Mentee Pro..        New World Tournament        Recorded Games Discussion        History Forum        The Post-Apocalyptic Sa..        Treaty DiscussionsHeavenGamesAge of Empires HeavenAge of Empires III HeavenAge of Kings HeavenAge of Mythology HeavenAge of Wonders HeavenBattle for Middle Earth II HeavenCity Builders HeavenEmpire at War HeavenEmpire Earth HeavenEmpire: Total War HeavenEmpires HeavenMedieval 2: Total War HeavenNapoleon: Total War HeavenRise of Legends HeavenRise of Nations HeavenRome: Total War HeavenStronghold HeavenSW:GB HeavenTotal War: Shogun 2 Heaven
 Welcome! You are not logged in. Please Login or Register. 735 replies, Sticky
 Age of Empires III Heaven » Forums » Scenario Design » The RMS question Thread
 Bottom
 Topic Subject: The RMS question Thread
 « Previous Page  1 ··· 10 ··· 20 ··· 28 29 30  Next Page »
 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_PacmanTrigger Freak and Modder for AOE3SCP Editor Tools---my map pack---Some incomplete stuffMy 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 travoisCould 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, 0.47if (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);elsermSetAreaCoherence(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 blobsMummy 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 1v1It 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\RM3C:\Program Files (x86)\Steam\steamapps\common\Age Of Empires 3\bin\RM3Then 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 referenceA simple starter map script I made for everyone who wants a quick way of making a map from zerohttp://aoe3.heavengames.com/downloads/showfile.php?fileid=3653
 « Previous Page  1 ··· 10 ··· 20 ··· 28 29 30  Next Page »