Jugit
Skirmisher
posted 11-20-09 06:09 PM
EDT (US)
426 / 736
RiverWalker - No one has answered yet so I'll try. SrcUnit is not valid so make sure you are using DstObject. Should be in the form:
rmAddTriggerCondition("Units In Area");
rmSetTriggerConditionParamInt("DstObject", variable);
...
where variable is previously set using:
int variable = rmGetUnitPlaced(objectID, 0);
BilboBeutlin
Skirmisher
posted 11-21-09 04:37 AM
EDT (US)
427 / 736
@musketeer925
tss tss - you have double "else" construction (missing "else if (....)")
sziggi
Skirmisher
posted 11-23-09 02:54 AM
EDT (US)
429 / 736
Hi, was reading back some ways and saw a question regarding a guide on building unit type for states. No guides on that to my knollage, yet seems posible. Something in ai maybe.
Saw a question regarding the tech file. Modding the tech is done with the target type "tech", pretty usefull. A few differnt flags to work with.
And do have a question of my own regarding the bool check in the conditions tab. After days of coding and study I do think I have the rm trigger code I'd desired, just missing that knink for the condition. Covered most the easy variations to no effect so would be impressive to see how thats done. Thanks
RiverWalker
Skirmisher
posted 11-26-09 11:39 AM
EDT (US)
430 / 736
To Jugit: THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU. I had the DstObject right in my code I was just posting off memory. But the rmGetUnitPlaced was SOOO helpful! I didn't even know it existed (which is strange because I have a list of all rm commands, I just never noticed this one)
To Musketeer: I feel like I've seen you somewhere. Anyways, you're going to run into way more problems than you'd like converting Cats n Mice to TAD. If you have any questions I'd be happy to answer, or just check out M4.1 Cats and Mice in the Downloads section (under Random Maps)
bgan
Skirmisher
posted 12-13-09 10:37 AM
EDT (US)
431 / 736
Hello everyone,
i normally never make scenario's in AoE3 but i got pretty much experience with the editor in aom. Now i tried to make a scenario in aoe3. But im already stuck at the first cinematic that i wanna make :P. in Aom you can use the hotkeys:
* alt-shift-c = enable free camera control
* ctrl+a = pitch up
* ctrl+z = pitch down
* page up = move up
* page down = move down
* + = zoom in
* - = zoom out
but it seems the hotkeys in aoe3 are different can someone tell me what it is in aoe3? All i can do now is zoom in, and out and rotate. But can't find how to do the pitch up / pitch down.
Thanks for your time already.
RF_Gandalf
Skirmisher
posted 12-21-09 09:18 PM
EDT (US)
434 / 736
cliffEast1 is not equal to CliffEast1
case is critical
RF_Gandalf
Skirmisher
posted 12-25-09 06:45 AM
EDT (US)
436 / 736
Two main ways - first like this:
int avoidWater20 = rmCreateTerrainDistanceConstraint("avoid water a little more", "Land", false, 20.0);
This would make a 20 tile distance from water, could be used for anything - cliffs, objects. However with cliffs(and forests and other things placed as terrain or an area), sometimes the area extends closer than prescribed - I am not sure that there is some randomness in how the area is placed that overcomes the constraint.
Second, define a class, then put the water (like a pond or lake) in the class and use a class type of constraint:
int avoidLakes=rmCreateClassDistanceConstraint("stuff vs.lakes", rmClassID("lake"), 12.0);
Good luck.
sufjanfan
Skirmisher
posted 12-26-09 01:00 PM
EDT (US)
438 / 736
Yes, it does. You can rename the class if you want (to river or water or whatever), but the name doesn't really matter. You have to add the river to the class.
JoeBullet
Skirmisher
posted 01-05-10 02:21 PM
EDT (US)
440 / 736
I read MOnTy PyThOn's tutorial and notice one thing: he put all steps in main. Isn't it better to have 5 steps in 5 seperate functions like this:
function 1 - map info generate
function 2 - area generate
function 3 - player info generate
function 4 - object generate
function 5 - triggers generate
function 6 - finished
I like that kind of model more then just putting all into main function wich is generally bad pratice in any scripting/programing language using that kind of entrance.
Sir_Hans
Scenario Expert
posted 02-06-10 06:24 AM
EDT (US)
441 / 736
I'm working on my first Random Map and I don't know how to make a forest area which is full of trees and there should be not space between them.
RF_Gandalf
Skirmisher
posted 02-06-10 03:29 PM
EDT (US)
442 / 736
there really is not a viable way to make an impenetrible forest.
RF_Gandalf
Skirmisher
posted 02-13-10 06:23 AM
EDT (US)
445 / 736
Sir Hans - that set of commands defines only the level one nuggets (or easiest nuggets):
rmSetNuggetDifficulty(1, 1);
The other sets of nugget commands will define the other levels of nuggets
the water nuggets are defined by a level 5 : rmSetNuggetDifficulty(5, 5);
Water nuggets only work on mapTypes Ceylon, Borneo or Japan, otherwise you will get garbage stuff placed in the water.
I am not sure what else you are asking?
RF_Gandalf
Skirmisher
posted 02-13-10 06:40 PM
EDT (US)
447 / 736
what is your 'mapType' set at??
such as:
rmSetMapType("Japan");
RF_Gandalf
Skirmisher
posted 03-31-10 10:22 PM
EDT (US)
450 / 736
RiverWalker -
I am not an expert on AI but I believe that there is no real control over AI thru a RMS. The triggers for it - I do not know of anyone getting that to work. Let us know if you figure out a solution.