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> Campaign Map Questions, Figured I'd ask all my questions in one.
mg1999
post Jan 24 2011, 04:05 AM
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As stated I figured I'd ask all my campaign questions in one fell swoop so I'm not posting every other minute. I keep experimenting around with my own campaign maps and got a few questions about some things. Hopefully someone will be able to help me out with this as I am at a loss.

1. How can you have the "camera" or screen pan at the beginning of the mission going from one point to another and can you adjust it's speed?
2. I have created 2 campaign maps for the original TS both are named gdi1a.map & gdi2a.map After I finish playing the first mission I can't get to the second it says unable to initiate map and then restarts the first mission over, how do I fix this? Did i name these right?
3. How do I turn off the movies in between missions? So I could just have it go from mission to mission with no movies or stats displayed. I went under "basic" and made skip map selection yes
and thought I made the movies not play but they still do.
4. How can you make a certain area of the map that is black reveal it's self? is this done with waypoints or celltags?

Any help would be greatly appreciated, thanks!

This post has been edited by mg1999: Jan 24 2011, 04:08 AM
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Orac
post Feb 1 2011, 05:22 AM
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Surely you can spawn a unit at a waypoint, then deal damage to it with an invisible, damaging anim?


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Lin Kuei Ominae
post Feb 1 2011, 11:14 AM
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There is for one
Action "63 Apply 100 Damage At..." which uses the HE warhead and could be used multiple times to do more damage. (though the steps of 100 damage are quite big)

maybe
Action "42 Do Explosion At..." is better as you can define the weapon used to deal the damage (though i'm not sure how and if this works)

and finally
you can do as Orca said, create an invisible dummy animation with damage in art.ini ([DODAMAGE] Image=none, Damage=42) and use this via Action "41 Play Anim At...". However this involves some risks, as the trigger uses only the index in the [Animations] list (not the name) and once you add/remove an anim before the DODAMAGE anim in the list, the trigger won't work, as it uses a different anim. This also needs a modified art.ini and rules.ini to work, thus it isn't really nice for a map-project that should work for other mods too.

This post has been edited by Lin Kuei Ominae: Feb 1 2011, 11:17 AM


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