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SWR Productions Forum _ ShockWave _ Submarines and war ships do not move

Posted by: globalwar 14 Jul 2017, 2:11

This map is made using shockwave, as a base. On this test map, make a base and then take the port at the foot of the sea. Immediately you will have 3 warships and 1 submarine. The question is: why these objects in the water can not move?



 testnavy.rar ( 4.97K ) : 2
 

Posted by: Admiral FCS 14 Jul 2017, 2:50

Maybe because they were never coded to move, but only stay on the map as map assets? Ask someone else, but that's my hunch.

Posted by: Skitt 14 Jul 2017, 4:56

give them a waypoint path in world builder, set a script to tell them to follow it, define the objects inc the loco in a map.ini

Posted by: GeneralCamo 14 Jul 2017, 15:37

The planned navy in Shockwave was never finished. These units exist only as Shellmap units. If you want them to move, you will need to set their locomotives in map.ini

Posted by: globalwar 14 Jul 2017, 16:59

I am very grateful for your answers.
I'm new to worldbuilder and I'm trying to learn this.

QUOTE (GeneralCamo @ 14 Jul 2017, 16:37) *
The planned navy in Shockwave was never finished. These units exist only as Shellmap units. If you want them to move, you will need to set their locomotives in map.ini


But I thought that navys units being part of a team, clicking and giving the target point (as with tanks for example) could be moved at the user's will.
I do not want the movement to be like the train (ie following a specified route) but at the user's will.

Can anyone give me some examples of locomotives in map.ini?

biggrin.gif


Posted by: Skitt 14 Jul 2017, 17:50

one of the battleships can be moved by clicking yeah.


CODE
Object AmericaBattleShip
  DisplayName      = (whatever you want)

  CrusherLevel         = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel       = 3 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


thats what mine uses on an aod map.

Posted by: globalwar 14 Jul 2017, 20:03

QUOTE (Skitt @ 14 Jul 2017, 18:50) *
one of the battleships can be moved by clicking yeah.


CODE
Object AmericaBattleShip
  DisplayName      = (whatever you want)

  CrusherLevel         = 3;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel       = 3;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


thats what mine uses on an aod map.


Thank you very much,
You're a genius, this works well for me (I made some corrections)
But there is only one problem: the warships raise the cliffs and move on the ground (as if they were tanks of war).
On the map there is a water area called "WaterAreaName = mar2", how do I make the warships move only inside "mar2"?


CODE
Object AmericaVehicleBattleShip
DisplayName = navy1

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


Object AmericaVehicleBattleShip
DisplayName = navy2

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End



Object AmericaVehicleBattleShip
DisplayName = navy3

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


Object ChinaShipAttackSubMarine
DisplayName = sub1

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End





Attached the new corrected map and with boats and submarines with movement by clicking.

 testnavy.rar ( 5.42K ) : 0
 

Posted by: Skitt 14 Jul 2017, 21:45

well thats just what i pulled from my map.ini, had to cut a LOT out of the code or u would end up with a virtualy unkillable total map wiper battleship.
but on the land thing thats one of the problems, the game engine is kinda crap at deciding when land becomes water.

Posted by: globalwar 17 Jul 2017, 19:22

QUOTE (Skitt @ 14 Jul 2017, 21:45) *
well thats just what i pulled from my map.ini, had to cut a LOT out of the code or u would end up with a virtualy unkillable total map wiper battleship.
but on the land thing thats one of the problems, the game engine is kinda crap at deciding when land becomes water.


I have updated a new version of the map.
On this map when used

Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
He has difficulty moving on land, moves good in water.

But in the case of SUBMARINES has the problem that the projectiles do not leave the submarine.

Just so I can shoot the SUBMARINE I have to change the code, but when I change it the submarine behaves like an amphibious vehicle and moves on land and in water.
   Locomotor = SET_NORMAL BasicAmphibiousLocomotor

ChinaShipAttackSubMarineShellMap (Missiles do not reach the target) vs ChinaShipAttackSubMarine (Missiles reach the target)

CODE

Object AmericaVehicleBattleShipUSSBender
DisplayName = BattleShipUSSBender

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


Object ChinaShipAttackSubMarineShellMap
DisplayName = SubMarineShellMap

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL TroopCrawlerWaterLocomotor
End


Object ChinaShipAttackSubMarine
DisplayName = SubMarine

CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End



On another website someone says that I should add this code, but when I add the code (in the map.ini) the program aborts.

PreferredHeight = 0.1
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER

 testnavy3.rar ( 5.38K ) : 6
 

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