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Everything posted by Dctanxman
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Why do extra steps? When you can skip the middle man and just put it right onto the map manually. You can change all the values there also. Its not ghetto rigging lol. Its called being advanced. The function was made for those that don't know what they are doing and so you don't make mistakes. When you know what you are doing which is not hard to figure out. Its much better/easier/faster to use notepad++. So think of it this way. When you paste it into the ini. You could have just pasted the same stuff right into the map yourself. No need to load the editor. All the editor serves for is to hold your hand and do all the work for you but slow you down at the same time. Sure it seems easier but when you get rid of that crutch it opens up so much more. The whole point is to save time. You spend more time using the editor and you are limited. When i make a survival map, 95% of my work is done in notepad++. You really think i make all my scripts/taskforces/teams/triggers in the editor? A normal survival map will take someone about 12+ hours in the editor but i can cut that down to under 4 hours not using the editor and using notepad++.
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Don't take this the wrong way but... Never use the FA2 ini editor. Never make a ini file yourself to insert into a map. Both are a huge waste of time. it hurt's my brain to see people still doing stuff like this the hardest way possible and others still telling/showing people the hardest way possible to do it. Just open the map with notepad++ and copy/paste each air unit inside and save. Nothing else. 1 minute max and done. Even flyingZ said this 10+ years ago. https://sites.google.com/site/flyingzmaps/tutorial-on-map-making Q: How do I edit INI a map?A: Never use the INI editing offered in FA2. Open the map in NotePad and add your new editing anywhere. Learning from one of the best will only make you better.
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Doesn't say its full. Just says 'YosefAnan cannot receive messages' Like its disabled or something.
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I tried to PM you but it says 'YosefAnan cannot receive messages' wtf?
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Not sure what you mean to be honest. You are overwriting every script/taskforce/team/trigger with new ones. Then you just need to get the right waypoints on the map. Anyone that opens the map will not even know this was done. Now if you mean adding every script/taskforce/team/trigger on top of what the map already has then yes it could cause that and chances are if you don't know what your doing you will just break the map anyways.
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Open the map in notepad++ and copy/paste it. Just make sure to copy/paste the right stuff. I could make a video of how to do it if you want.
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Yup. I can take any map and copy/paste all the scripts/taskforces/teams/triggers from another map onto it in less then 5 minute.
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Yeah, I don't think you will be able to fix it without starting over. Something you have done is causing it for sure. I will put in a little time on my version of the map okay. Maybe you will like it.
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I wiped all your scripts/taskforces/teams/triggers and move the enemy position onto the visible map. Added in a simple copy paste of one of my maps scripts/taskforces/teams/triggers. Everything works perfect. So the problem is within one of the scripts/taskforces/teams/triggers for sure. Try this version of your map. I deleted a trigger that should not be there and put the enemy on the visible map. Also i recommend moving those spawn points back for testing. See if the problem is fixed. If not, the map might just be toast.Start over from scratch. If you want the version i put together for testing, let me know. You can test it also and see that everything is fixed. -survival- skynet.map
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Its because they like to attack the target with the most kills. In all my testing the computer had most kills. What i don't understand is why you have the spawn location so close. I just mass build around the spawn spots. Everything just about dies instantly and there is no way for it to go attack anything but me.
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Which error are you getting? Crash with eternal error? Or Re-connection error? Does the error happen at the same time every time? ----------------------------- After opening up the map i see a possible recon error. Might not happen every time but it will happen sometimes. The grand cannons. When they turn the first time to attack something the turret hits the gattling cannons, flak cannons and or prism tower. The grand cannon need to be farther way.
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To be honest, i'm not sure what the real problem is. Those waves you wanted fixed spawn 2 feet away from the player and you say they wont attack the players they spawn by? They just run to one player only and attack? I played the map in skirmish and i don't see the problem. The conscripts and tanks attack the target they spawn by. Even when i leave one spot open. Those waves move to the waypoint and then attack. I don't see the problem.
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Try this link https://www.dropbox.com/s/t3c447r1vg6no3r/-survival- skynet enhanced v3 alpaca hard_4p.map?dl=0
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Here, try it out and tell me if your problem is fixed. https://www.dropbox.com/home/Skynet
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My guess is the AI are doing what they normally do. Attack the player with the most kills. Most maps people use the script "Attack" for all waves. This will cause what you are talking about. What you can do is use the script "patrol to waypoint" and then attack. With script "patrol to waypoint" the waves will move to the waypoint you pick while searching for enemy's. If they find one they will attack. This is what i do with most of my maps and the result is every player gets the same amount of enemy units at them and the enemy does not focus one target. But this take tons of time because you have to make a different script for each spawn location and several teams for each wave. For example my map (Face Of Death II v1.4). I made 6 different scripts for the 6 spawn locations and 6 different teams for each wave with a total of 29 waves. That's 174 teams for just the 29 waves. Not including the battlefortress waves and what needs to be done with every trigger picking a new team. If i seen your map i might be able to help you more.
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Full re-upload of all maps. Added text of how/where to download all my maps. Added new versions of Marathon (4)MapsIn(1) - File name: (Maraton6.map) - Little harder version. lunar Survival - File name: (lunar3.map) - 4 player version.
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Not everything can be super hard But i still have several maps that have never been beat before in the current state they are right now.
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Do you mean all waves attacking the same person? Or each players waves going to a set waypoint?
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Updated Stomp the comp (INSANE) Updated Face Of Death VII They should be much more doable now.
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Just do not let him deploy his MCV or destroy the MCV at the start. Until the computer deploys a MCV, receives a MCV or gets a repair depot + warfactory. He will not try to build anything what so ever, even if he has other buildings.
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[UPDATED] DeathTrap Survival with water waves
Dctanxman replied to Lucifer_MS's topic in RA2/YR Maps
First off, glad to see you making your own map(s) now and not just editing mine and others Its not that bad at all. Little laggy because so many units spawning at the same time and all the explosions/animations. Same way all my first maps was. If you want a pro tip. You should look into increasing all units speed plus making all explosions and animations invisible. Doing this will increase game speed and reduce game lag by so much it will allow you to reduce the amount of units that attack which will reduce lag even more and make the map even harder. Lower the units = Lower the lag. Lower the lag = harder map. This is my trick and it works really good. If you want i could send you some Ini settings that you can copy paste into all your maps that has all this work done. One last tip is not just sending all units with a attack (Script). Instead sending them to patrol to a waypoint (behind each player) then attacking will make every player get the same amount of units and not just one player (With the highest kills) getting everything attacking him. Hope this helps and if you need help with anything let me know. We can get on a discord or team speak to talk. Cheers mate. -
Full upload of all maps. Highly recommended to RE-download all maps and overwrite any you already have. Fixed a error in map 4 of Marathon plus a couple changes.
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Edited first post with a simple guide on how to make a survival map. Very basic tutorial.
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Full upload of all maps. People being confused on what map(s) is the most up to date so i put a version number on all maps. Most maps are now at v1.1 Highest version number is the most up to date.
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Uploaded new version of "Marathon (4)MapsIn(1)" (marathon5.map). Fixed several errors on map 4. Added auto repair for all buildings. Added auto repair for all bunkers. Increased health of allied barrack/warfactory. Removed minimap preview. This had to be done because CnC database has a max size limit and would not let players download the map when hosting a game.
