Pat_Pas Posted September 13, 2014 Share Posted September 13, 2014 Question is above, how do I place a chinook onto the map? When I just place the unit there, it won't appear. Is there some special trigger or something needed? Chinook shall stand on the map to be conquered. Link to comment Share on other sites More sharing options...
Jacko Posted September 13, 2014 Share Posted September 13, 2014 i dont think you can add individual air units to sit around from the start, you will have to reinforce it in from off the map. Link to comment Share on other sites More sharing options...
cn2mc Posted September 13, 2014 Share Posted September 13, 2014 You can't place aircraft on a map. They can only come in as reinforcements. If it's for multiplayer, make neutral/special chinooks come and land, and give the player an extra engineer to get them. Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 14, 2014 Share Posted September 14, 2014 There certainly are missions where the chinooks are just sitting around and you can capture them. Open those missions and have a look how they are placed? -Liam Link to comment Share on other sites More sharing options...
Nyerguds Posted September 14, 2014 Share Posted September 14, 2014 White: as the others said, those are simply reinforced on the map from the start Aircraft are not part of the normal units, and can thus not be placed in the [units] section. They would require an [Aircraft] section, but reading of this section was disabled in the game because there are bugs with placing aircraft that way. Link to comment Share on other sites More sharing options...
Pat_Pas Posted September 14, 2014 Author Share Posted September 14, 2014 OK so I gotta place a trigger with "reinforce" - is that always a chinook or where do I change that, and the position where it lands? Couldnt find it in the trigger menu. Link to comment Share on other sites More sharing options...
Chimas Posted September 14, 2014 Share Posted September 14, 2014 The details and how-to's are in Nyergud's manual, very accessible reading. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 14, 2014 Share Posted September 14, 2014 you could've actually linked to it, Chimas http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt Pat_Pas: Basically, the "Reinforce." and "Create Team" triggers have a parameter in them that refers to the list of Teamtypes. Teamtypes, in turn, specify the units in the team, and have a list of commands that allow them to move to specific spots, as specified by Waypoints. Waypoints are a list of locations on the map. So you need to make a waypoint of where your chinook should go, make a teamtype of one chinook and tell it to move to that waypoint, and you need to make a trigger to reinforce that teamtype at the start of the mission. If you're planning to get into mission scripting, though... read that text file. Completely. Everything you need to know is in there. Link to comment Share on other sites More sharing options...
Chimas Posted September 14, 2014 Share Posted September 14, 2014 Basic Sunday laziness ... I'll do better next time ... Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 14, 2014 Share Posted September 14, 2014 Well there you go then, Nyer, it was the perfect advice -Liam Link to comment Share on other sites More sharing options...
Nyerguds Posted September 15, 2014 Share Posted September 15, 2014 Also, additional note: never combine a chinook teamtype to place on the map with any other units, or it will act as airdrop, meaning the chinook will drop off the other units specified in the team, and then fly away again, off the map. The teamtype should always be one single chinook Link to comment Share on other sites More sharing options...
Jacko Posted September 15, 2014 Share Posted September 15, 2014 I think a similar bug happens with APC's, where they will be carrying all of the other units in the teamtype (including vehicles) Link to comment Share on other sites More sharing options...
Chimas Posted September 15, 2014 Share Posted September 15, 2014 One trick envolving Chinooks: usually, you use an engineer or the Commando to steal an enemy Chinook, but you can use CTRL+SELECT to grab an allied or neutral Chinook to your control (the engineer can do that to many allied or neutral structures too). This way you can fly in a Chinook without risk loosing it to anti-air fire, because air units enters the map through random spots. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 16, 2014 Share Posted September 16, 2014 I think a similar bug happens with APC's, where they will be carrying all of the other units in the teamtype (including vehicles) It's not a bug, it's a feature. It allows such airdrops, and it allows APCs with infantry to be reinforced. It simply has the limitation that you can't add other things into the team. One trick envolving Chinooks: usually, you use an engineer or the Commando to steal an enemy Chinook, but you can use CTRL+SELECT to grab an allied or neutral Chinook to your control (the engineer can do that to many allied or neutral structures too). This way you can fly in a Chinook without risk loosing it to anti-air fire, because air units enters the map through random spots. I wouldn't advice this; it's horribly counter-intuitive for the player. If you set the "Edge" correctly on the house the chinook is from you can always make it reinforce from a side of the map that ensures it won't encounter anything player-owned hostile. If there is non-player owned hostile stuff on the map, just make the chinook of a different house allied with all other involved houses except the player. Pat_Pas: On that note, the "Edge" setting on House settings (the "players") decides which side of the map reinforcements come from when they enter the map Link to comment Share on other sites More sharing options...
Pat_Pas Posted September 16, 2014 Author Share Posted September 16, 2014 Hmm thanks so far but I am either too stupid or it doesn't work so far.... I'll but the map data here, bottom left are 5 marks where the chinooks should appear at the beginning to be conquered.... may someone who knows this fix this? That would be nice and I think even faster... scm133ea.bin scm133ea.ini Link to comment Share on other sites More sharing options...
Nyerguds Posted September 16, 2014 Share Posted September 16, 2014 I refuse, on the grounds that you clearly didn't read the manual. You just clumsily threw together the stuff I said when first summing up the trigger, teamtype and waypoint stuff, while ignoring all the details. So READ THE MANUAL TEXT FILE. IT HAS EXAMPLES OF THIS STUFF, AND THE FULL EXPLANATIONS BEHIND THEM. There's even an example of a trigger of an infantry airdrop. Take that, minus the infantry in the airdrop, and with its time set to 0, and you're there. Really. Unless you read through all the stuff about triggers there, there's no way you'll manage any of the other scripting you'll undoubtedly need in your mission Going over your stuff: -The chinooks don't have move commands. They have sleep commands. I assume this is because you never did anything more than creating them in some editor. As it is, this means there's nothing connecting them to the waypoints. -The triggers have "None" as triggering action. This means they don't trigger. "None" is a dummy trigger that means "I didn't fill this in" Link to comment Share on other sites More sharing options...
Pat_Pas Posted September 17, 2014 Author Share Posted September 17, 2014 I read the manual before and now again, what I forgot to mention is that i didn't write the files letter for letter, I created the maps with the XCC editor, so I didn't really know just by the text what to fill in where. Atm I try to understand the editor's Teamtype and Trigger function with re-reading the files in texteditor, thanks so far, I hope I get it with what u already wrote. But please also understand I have no clue about programming and also english is not my native language, so I try best, didn't just want to let others do this because I don't want by myself. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 17, 2014 Share Posted September 17, 2014 Well, this isn't programming at all... it's just scripting. Telling the game what to do, and when. Triggers have a cause, an effect, and modifiers. You need a trigger with as cause "time", as effect "reinforce", and as modifiers, non-repeating, the chinook teamtype, and the counter set to the start of the mission, so, 0. Though typically, Westwood missions with multiple helicopters have a different time for each trigger, like, 0 on the first, 1 on the second, 2 on the third, etc, so it's possible that more triggers with the exact same time don't work. The teamtype, as I said, needs a command to move the helicopter to that waypoint. No matter whether you do this manually or through some editor, the act of adding a command shouldn't be too hard if you read the docs. I do think XCC shows the triggers and teamtypes in the same way that they end up in the ini file, no? Link to comment Share on other sites More sharing options...
Pat_Pas Posted September 18, 2014 Author Share Posted September 18, 2014 OK here an update... the chinooks appear! But how can I manage that the mcv doesnt spawn there, too? The map should have 5 spots where only chinooks appear and 5 spots where the mcv can appear.... Is there some way to block the mcv spawn points on some waypoints? Link to comment Share on other sites More sharing options...
Chimas Posted September 18, 2014 Share Posted September 18, 2014 If a unit occupies a waypoint, no other unit will perform any action scripted to that waypoint. As soon it gets vacant (by the occupant unit), then it will be available for the next teamtype. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 18, 2014 Share Posted September 18, 2014 MCV? You didn't mention any MCVs... what exactly is the intended purpose of your script setup? There's no way to just "spawn" units on a map... if you want MCVs, you either pre-place them, or make them reinforce from the edge of the map just like the chinooks. Only, they'd need to actually drive their way in, of course. Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 18, 2014 Share Posted September 18, 2014 Are you making a multiplayer map with Chinooks on it? -Liam Link to comment Share on other sites More sharing options...
Nyerguds Posted September 18, 2014 Share Posted September 18, 2014 Wait, multiplayer scripting? Ho boy. You opened quite a can of worms, there... Link to comment Share on other sites More sharing options...
Pat_Pas Posted September 18, 2014 Author Share Posted September 18, 2014 Yes it's just for a multiplayer map, not mission scripting, I just want to place some chinooks there for the start, just like seen in the files (scm files are multiplayer only?!). To clear any misunderstanding: I created a map with XCC editor for Multiplayer, the 5 spawn points of the 5 MCV for the players are captured in sandbags. On a different isle there should be some engineers and neutral chinooks so that u can get your heli, catch up some units from another isle and then free your mcv. So actual I need 5 waypoints for the MCVs for the players, and another 5 waypoints just for the helis which can't be simply put on the map just like neutral buildings can be. With the waypoints now I finally could get my chinooks where I wanted, but the MCV spawns on such a point too, sometimes. Link to comment Share on other sites More sharing options...
Chimas Posted September 18, 2014 Share Posted September 18, 2014 I think what they are trying to say is that the manual is for single player missions. Multiplayer script is a lot more complicated and you shouldn't be starting by there. If I'm right, maybe Nyerguds can put a sample here so you can take a look. Link to comment Share on other sites More sharing options...
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