IPB

Welcome Guest ( Log In | Register )


> FS Final Battle of Ypres (2-3) 2.0, Having some problems
KingByng
post Jan 7 2008, 11:06 PM
Post #1


Cyborg
Group Icon

Group: Members
Posts: 359
Joined: 17-February 07
From: Upper Canada
Member No.: 869
Alliance: GDI
Favorite game: Tiberian Sun



Ok the more I look at my first completed map, the more I realize that it sucks so much that even a pirate would touch it with a ten foot pole (Thats when the ninjas would attack, when the pirates are distracted tongue.gif). So last week I decided to do a little remake the map. Among various other things, I put in a train. I followed the tutorial to the letter (with the exception of having a bigger train, 10 cars total instead of 4). The problem I am having is that the train goes through the loop once without stopping when its not supposed to (there should be 1 stop), then reaching a certain point, where it freezes. Any suggestions?

P.S. I'm a bit rushed, so I'll post the new map in a bit. Stay tuned.

EDIT: Turns out I'm not going anywhere. Here's the map:

EDIT 4: Map has been released, check out the thread in Finished Map subforum.

Note that it is far from being done.

P.S. For full understanding of the ninja-pirate stuff, reference the pirate vs. ninja thread.

EDIT 2: Here is a link to version 1, if anyone is interested.

EDIT 3: Also, any comments on the map itself as it stands in the download would be appreciated as well

This post has been edited by Cross: Jul 10 2008, 02:02 AM
Attached File(s)
Attached File  FSFBY23P2.ZIP ( 87.07K ) Number of downloads: 187
 


--------------------
Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Yoshi
post Jan 13 2008, 11:55 PM
Post #2


Hum-vee
Group Icon

Group: Members
Posts: 161
Joined: 28-October 06
From: Fremont, CA
Member No.: 180
Alliance: GDI
Favorite game: Tiberian Sun



Analyzed your map and detected the following errors:

Scripts
- "Jump to line #" parameter is invalid - Set parameter to 1 instead of 0 (1 = 0, 2 = 1, ... )
Explanation: We're not dealing with parameter numbers. We're dealing with line numbers. Meaning that it's through the line of the script, not the script location numbers. Many people get confused with this one. There is no such thing as a 0th line, because it would mean that the script is pointing to a non-existent script line.

Teams
- "Max" was set to 9 - Set to 1.
Explanation: This is only for the singular unit you listed in teamtypes. What "Max" means is how many times the AI will repeat this team.
- Unnecessary / invalid trigger under "Tag" - Remove trigger.
Explanation: This is only for attaching triggers on team units. Create team triggers are not needed to be placed here. Placing the trigger under the tag implied that you were attaching a "Create Team" trigger on a team that has already been created. This is repetitive and is therefore, unnecessary.

Map Placement
- Locomotive unit placed out of bounds - Move all train units and waypoints one cell back on the track.
Explanation: I noticed after testing that the locomotive disappeared after its first run. Upon analyzing your unit placement, I noticed that the locomotive was placed out of bounds. All units MUST be placed 3 cells below the blue line ONLY when dealing with the north blue borderline in order for them to not disappear when moving into that cell.

After testing, your unit functioned the way you wanted it to.
Enjoy. smile.gif


--------------------
Go to the top of the page
 
: | +Quote Post



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 27th June 2025 - 12:56 PM


XGhozt.com