McPwny Posted January 26, 2020 Share Posted January 26, 2020 ive made a new map over the course of college break, and its a bit over the top. its a three player map, two players find themself with a soviet base and one player finds themself with only einstiens lab, a radar, and a whole bunch of sweet technology. the map progresses in difficulty at a steady pace and gets pretty crazy near the end. if you make it to the end, there is a part two to the map which i will just leave a surprise. the map is about micro managing your units quickly, being smart about how you deal with each wave, and team coordination. heres a sample of some gameplay from an early beta test. Einstiens Daydream.map 3 1 1 Link to comment Share on other sites More sharing options...
cypher Posted January 27, 2020 Share Posted January 27, 2020 (edited) looks impressive! Unfortunately I get an internal error (skirmish, start at 1 or 2, tried with ally & soviet, ai at 4+5+6). Edited January 27, 2020 by cypher Link to comment Share on other sites More sharing options...
McPwny Posted January 28, 2020 Author Share Posted January 28, 2020 thats weird. ive never gotten an IE or disconnect with this map over dozens of trial runs. the only thing i can think that could possibly cause one is that one of the six player slots hasnt been filled. 1 Link to comment Share on other sites More sharing options...
cypher Posted January 28, 2020 Share Posted January 28, 2020 ah now it works!! fantastic map ❤️ wanna play it with me in cncnet? Link to comment Share on other sites More sharing options...
McPwny Posted January 28, 2020 Author Share Posted January 28, 2020 i would love to, except im going to be pretty busy since the semester just started. im glad you like it though Link to comment Share on other sites More sharing options...
cypher Posted January 30, 2020 Share Posted January 30, 2020 this map has 4648 lines of custom code at least......? Link to comment Share on other sites More sharing options...
YosefAnan Posted January 31, 2020 Share Posted January 31, 2020 (edited) Look great map, I will test it tonight in my time (Jerusalem zone) in my Livestream. Join me to win. ?? ..... Here are the video after we played the map:https://www.youtube.com/watch?v=aPTehnHm_tk Edited February 14, 2020 by YosefAnan 2 Link to comment Share on other sites More sharing options...
cypher Posted February 9, 2020 Share Posted February 9, 2020 looks like they didnt make it ...this is a hard map isnt it?! 1 Link to comment Share on other sites More sharing options...
McPwny Posted February 9, 2020 Author Share Posted February 9, 2020 it is pretty tough yeah, though plenty of people beat it. it takes most players two or three tries to get the hang of it. thanks for the video by the way, YosefAnanhttps://www.youtube.com/watch?v=aPTehnHm_tk 1 1 Link to comment Share on other sites More sharing options...
YosefAnan Posted February 14, 2020 Share Posted February 14, 2020 (edited) that is the best maps survivals waves that not making the game lag because of so many units. Where you got all that new units and animations of the Lightning bolt? Edited February 15, 2020 by YosefAnan Link to comment Share on other sites More sharing options...
McPwny Posted February 14, 2020 Author Share Posted February 14, 2020 i made it all. if you or anyone else wants to use any of the units or hacks in my map, feel free to. 2 Link to comment Share on other sites More sharing options...
YosefAnan Posted February 15, 2020 Share Posted February 15, 2020 On 2/14/2020 at 2:27 PM, McPwny said: i made it all. if you or anyone else wants to use any of the units or hacks in my map, feel free to. Can you make zombies unit which can convert other units to zombies? Link to comment Share on other sites More sharing options...
Bobble Posted April 2, 2020 Share Posted April 2, 2020 Hey, I actually made an account to say that's an amazing map you made, especially how well the coding is though many times I played it game would crash or IE but still much better than e.g. "MISSING" maps which crash a lot). Thanks! Link to comment Share on other sites More sharing options...
McPwny Posted April 4, 2020 Author Share Posted April 4, 2020 i would like to know if you find any crashes you can identify or replicate; ive played it many times and the only crash i know of is the one caused by not assigning all of the slots. you can leave any of them empty. anyways, thank you. i didnt really think anyone plays my maps Link to comment Share on other sites More sharing options...
Bobble Posted April 5, 2020 Share Posted April 5, 2020 It's a lot of work for a little played map. Crashes generally happened when a lot was happening on screen. I think I saved the log files but have no idea what the error codes mean. As you seem really familiar with particle systems, maybe I could ask you a question... I want to make a mummy spawning weapon but am having trouble converting ownership of spawns in one weapon. Currently I use.. Secondary=(WH with AnimList=GENDEATH) ;to create a CIVILIAN Brute from nothing. DeathWeapon=(WH with InfDeath=9) ;to kill the CIVILIAN Brute so it respawns as a PLAYER Brute). This works fine, but I was thinking maybe to use a Gas particle system (gas particles can do damage and have their own WH). I got it going but can't figure out how to delay the damage from the gas. When an infantry fires the weapon, the weapon WH creates a Brute and launches the gas system, this spawns a gas particle which does damage but for whatever reason it won't work as I think the GENDEATH animation from the weapon WH has not finished yet. I'm not sure how to post code here (will try later once on PC) , but basically I'd like to know how to make one weapon with 2 stages of damage. Using an airburst weapon didn't work either (and it also creates 9 clusters as a default). Do you know any tutorials of how to setup particle systems? This post is roughly what I am doing (ignore art.ini stuff, the core concept works for RA2YR mod maps too). Thanks. https://ppmforums.com/viewtopic.php?t=30695&highlight=random+damage+spawn Link to comment Share on other sites More sharing options...
McPwny Posted April 5, 2020 Author Share Posted April 5, 2020 (edited) i guess i am a little confused about what you are trying to do; infdeath 9 does nothing more than play an animation, in artmd.ini this animation has a tag that spawns the(first and only) infantrytype listed under "AnimToInfantry=". you cant really separate the animation from the effect without changing art.ini. (this is also how virusdeath works but it spawns a particlesystem instead of an infantrytype). it also means that you can just straight up attach infdeath=9 to any weapon fired by a unit owned by a house and it should play the anim that spawns the unit. the unit will take the house of the firer, so i dont really understand what the workaround is for. but to answer your question about the particle system (which will almost definitely not transfer the players house), assuming that the gas particle system is set up right, a reason that the warhead might not be firing could be that the warhead isnt listed. make sure that the warhead is listed under the [Warheads] list in your mapside .ini file. Spoiler heres a working gas particle system from one of my maps in case you want to work off of it. just remember that the way particlesystems work depends on the frames of the animations in the particle of the particlesys; [Warheads] 106=NewFire [ParticleSystems] 14=FireParticleSys [Particles] 23=FireParticle1 24=FireParticle2 [NewFire] Spread=512 Verses=100%,100%,100%,65%,65%,60%,30%,25%,25%,100%,100% InfDeath=4 Particle=FireParticleSys ProneDamage=150% [FireParticleSys] HoldsWhat=FireParticle1 BehavesLike=Gas [FireParticle1] Image=FIRE02 MaxDC=30 MaxEC=30 Damage=40 Warhead=NewFire StartFrame=0 EndStateAI=30 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=FireParticle2 [FireParticle2] Image=FIRE01 MaxDC=30 MaxEC=64 Damage=40 Warhead=NewFire StartFrame=0 EndStateAI=64 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes EDIT: the EXCEPT_CNCNET file is the file i need to debug crashes Edited April 5, 2020 by McPwny Link to comment Share on other sites More sharing options...
Bobble Posted April 9, 2020 Share Posted April 9, 2020 It's okay, I figured it out. I made a particle system that will spawn a mummy (civilian house) and convert it (to be player house) in one weapon. I'll post the full code later. In summary it uses GENDEATH to create an infantry, and infDeath=9 to convert it. It basically allows people to make weapons that can spawn mummy units (which can convert enemy into mummy too). Great for zombie maps. Not sure how to make animated gifs, but will post up the code later. Thanks. Link to comment Share on other sites More sharing options...
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