Submarines and war ships do not move |
Submarines and war ships do not move |
14 Jul 2017, 2:11
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#1
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Group: Members Posts: 7 Joined: 6 July 2017 Member No.: 15556 |
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?
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14 Jul 2017, 2:50
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#2
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Anime Addict Group: Members Posts: 163 Joined: 7 June 2009 From: The Afterworld Frontline Member No.: 31 |
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.
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14 Jul 2017, 4:56
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#3
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
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
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14 Jul 2017, 15:37
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#4
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
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
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14 Jul 2017, 16:59
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#5
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Group: Members Posts: 7 Joined: 6 July 2017 Member No.: 15556 |
I am very grateful for your answers.
I'm new to worldbuilder and I'm trying to learn this. 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? |
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14 Jul 2017, 17:50
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#6
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
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. -------------------- |
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14 Jul 2017, 20:03
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#7
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Group: Members Posts: 7 Joined: 6 July 2017 Member No.: 15556 |
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. This post has been edited by globalwar: 14 Jul 2017, 20:04
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14 Jul 2017, 21:45
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#8
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
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. -------------------- |
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17 Jul 2017, 19:22
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#9
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Group: Members Posts: 7 Joined: 6 July 2017 Member No.: 15556 |
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 This post has been edited by globalwar: 17 Jul 2017, 19:27
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