RF_Gandalf
Skirmisher
posted 11-01-07 09:53 PM
EDT (US)
251 / 736
As_Saffah
Absolutely the script could be redone like that. Could be done as clusters of native sockets with a little decoration as you suggested. Another possibility is to place multiple individual sockets each with a teepee or longhouse or two, possible campfires etc. This way they do not have to be located just in separate areas, and many sockets could be done with a reduction or elimination of a lot of the constraints. Another nice example on how to place them like this is in the map Johnny_Deppig did for the recent Dakotas RMS contest.
Veeger
Skirmisher
posted 11-27-07 07:58 AM
EDT (US)
252 / 736
Anyone have any ideas about increasing Forest density?
I used the
rmSetAreaForestDensity(forest, 1.0);
rmSetAreaForestClumpiness(forest, 0.9);
but I'd like a forest you can't walk through on the edges. If you add underbrush enough to achieve this it gets so sllllllooowww.
I've thought about laying down a 2nd forest over the top of first but can't get it there.
2nd ? at the end of a traderoute how can you get it to go straight off the map instead of curving. this is my last point
SocketPosition = rmGetTradeRouteWayPoint(tradeRoute1, 0.90);
RF_Gandalf
Skirmisher
posted 11-27-07 07:08 PM
EDT (US)
253 / 736
Veeger
You cannot make a forest dense enough to prevent travel through it using the rmSetAreaForestDensity and
rmSetAreaForestClumpiness commands. I think you may be able to do so if you 1st place a forest then place a load of trees in the forest area using 0 as the spacing. My memory of this is based on an old discussion over a year or so ago - someone wanted to recreate the maps Black Forest and Oasis from AOK. However I believe this method will also create a lot of lag - I believe it was reported in this form as almost unplayable.
I do not understand your second question. The command SocketPosition = rmGetTradeRouteWayPoint(tradeRoute1, 0.90); does not refer to the trade route position but instead to the location of the trade post socket along the trade route (at 90% of the length from the starting position).
RF_Gandalf
Skirmisher
posted 12-07-07 09:20 PM
EDT (US)
256 / 736
Not sure I understand - you test for DM by playing or starting the map under DeathMatch. You could make a map with DM specific features but in general DM-specific features encountered in the standard maps are not controlled by the RM, they are hardcoded in the game.
Part of the KOTH - specific stuff is in a standard extra file "ypKOTHInclude.xs" which all TAD maps must reference at the start.
RF_Gandalf
Skirmisher
posted 12-13-07 07:59 PM
EDT (US)
259 / 736
No one can really answer that without seeing the appropriate part of your script. It could be an error in scripting, could be that you specified some impossible waypoint or position.
Why don't you post the whole section of your script here that deals with the trade route waypoints, and I will take a look at it.
RF_Gandalf
Skirmisher
posted 12-14-07 05:32 AM
EDT (US)
261 / 736
Dallas137 - Is the trade route just 4 points long? if not, post the whole route. If this is the whole route, which of the 4 points do not show up?
Your trade route has a very sharp angle/turn in it going from the 2nd to 4th points - I suspect that is the problem. The game engine is not able to do this and drops one or more points, probably that 3rd point, and the route goes from 0.0, 0.5 to 0.5, 0.5 to 1.0, 0.75.
It might be helpful for you to use a piece of graph paper and plot your points inside a circle with a radius of 1.0 to see what your route should look like (or to plan a route)
Veeger
Skirmisher
posted 12-16-07 10:06 AM
EDT (US)
264 / 736
look at unknown cycle available as a rms download here it does that pretty well better than one of us typing it all out again. Just include right before rmSetStatusText("",100.0); and adjust to what you want
RF_Gandalf
Skirmisher
posted 12-16-07 05:11 PM
EDT (US)
265 / 736
Has anyone ever been successful at placing more than 5 TYPES of native villages on an RMS? I keep trying to do so but any after the 5th defined SubCiv get placed as an unbuildable village. I have tried multiple variations and I keep coming up with a limit of 5 native types per map. I can build any number of villages of those types, just unable to get a 6th, 7th, 8th etc to work.
RF_Gandalf
Skirmisher
posted 12-17-07 08:09 PM
EDT (US)
267 / 736
exactly what folder are the screenshots in?
post your portion of the xml file that references the screenshots.
RF_Gandalf
Skirmisher
posted 12-18-07 09:17 AM
EDT (US)
271 / 736
The screenshots for your example should be named:
myfile_ss_01.ddt etc
If not rename them, be sure they are in the folder described by the path.
Otherwise, I am not sure what to tell you to do - are the screenshots really ddt files?
RF_Gandalf
Skirmisher
posted 12-19-07 09:53 PM
EDT (US)
273 / 736
The size of forest is determined by this line:
rmSetAreaSize(forestID, rmAreaTilesToFraction(275), rmAreaTilesToFraction(375));
The first number is the minimum, the second a maximum of a range of map tiles, the number is chosen randomly in each loop to give variability.
Another way to place the forests would be to use a percent like this:
rmSetAreaSize(forestID, 0.02, 0.02);
This would make each patch of forest 2% of the map.
Of course in this game the forests are not solid, there is varying density and 'clumpiness' in where the trees are placed to give additional variability, controlled by the following lines:
rmSetAreaForestDensity(forestID, 0.8);
rmSetAreaForestClumpiness(forestID, 0.5);
Try experimenting with different numbers to see what happens as one variable is changed. Density and clumpiness are both expressed from 0.0 to 1.0.