View Full Version : Made a Map, has problems
xspudx
05-14-2007, 01:17 PM
Hey there, I recently made my first map and I think it's pretty good. It's a four player with two bases. You can co-operate or quickly try and take eachother out before you get too big for eachothers shoes. In the middle of the map is the undefeatable base, the only way to take it out is take out the power. Without taking this base out you can't get to your opponent. But a few things are problematic.
One thing is that there's a weather control device in the middle and an Iron Curtain at the top right. You cannot capture these like I had planned which is a shame. Is it because I have superweapons off? I don't want them on because people will build them in the base and I don't want them to, I want them to capture the ONLY weather device in the middle of the base. Is there any way I can do that?
Also, now and again the map crashes and gets an internal error. It usually happens when the bases power is cut and then is restored, I don't understand why. Could someone help me out?
Here's a link to the map and here's a screenshot...
http://www.speedyshare.com/959979411.html
http://img519.imageshack.us/img519/9268/udbasejh5.jpg
edit: I changed the weather device into Yuri's super weapon but I don't think it makes any difference.
tennesseetitans
05-14-2007, 05:07 PM
I think I can help you with your problem.
1. I have done this many times before. What you do is need to INI edit. Open up your map, then scroll to the edit section, then INI in the drop down menu. Enter in a new subject. What you need to type is the ID of the Weather Control Device/ Physic Dominator(I think the Weather Control Device is GAWEAT. Scroll over the Weather Control Device or Physic Dominator and look at the information in the lower left hand corner of the screen for the exact ID. Use the Word, not the number). Once you have done that, find GAWEAT in the drop down menu. Click on it. Press 'add key'. Add the key 'Capturable=yes'. Exit the INI editor. This should solve your problem. You can even go the extra step and enter in as a key 'TechLevel=-1', meaning that the you can not build it even if superweapons were allowed. Repeat this process with the Iron Curtain.
2. I'll take a closer look at this problem.
Any problems please post back.
xspudx
05-14-2007, 06:44 PM
Alright, I can capture both buildings but they don't work. The Iron Curtain doesn't count down or nothing, it's useless.
The second problem seemed to be only for Red Alert 2 though, the game runs fine in Yuri's Revenge.
tennesseetitans
05-16-2007, 03:34 PM
Alright, I can capture both buildings but they don't work. The Iron Curtain doesn't count down or nothing, it's useless.
The second problem seemed to be only for Red Alert 2 though, the game runs fine in Yuri's Revenge.
That is very strange. Did you ever undo the option Superweapons off? That might be the problem. As long as you have set the superweapon TechLevel to -1, than neither AI nor human players will be allowed to build superweapons.
Certain units, buildings, and terrain types and features are found only in RA2 Yuris Revenge. My advice is from now on, create maps with the editor set only to allow maps to be made in original RA2 format. Look under settings for this option. When you have finished creating that map, make a new one and import the RA2 only map. Make all desired changes to it, then save it. That way, you have one for RA2 and one for Yuri's Revenge.
If you have any further problems, feel free to ask. :)
xspudx
05-16-2007, 03:36 PM
I have, I made the original in Red Alert 2, then downloaded the one for Yuri's Revenge and imported it so I have two. I've turned off superweapons because I don't want people just building them because that takes the prestige out of the ones to capture.
tennesseetitans
05-16-2007, 03:59 PM
Alright, I know what you are saying. You want the other players to fight through the defenses outside the superweapons in order to capture them instead of having them just take out the power sources with superweapon attacks. If you, under the INI, add the key TechLevel=-1 under the superweapons(like you did in order to have them be able to be captured), no human nor AI can build the superweapons, meaning that they need to capture the ones in the middle of the base. If you have Superweapons off, that is probably why the initial timer never starts, and why you can not use them once you have captured them. I think that the basic INI editing tutorial supplued with FA2 editor explains this with Naval Yards(in order to clear up building lists in maps with no water).
xspudx
05-16-2007, 04:17 PM
Is there no way to turn the tech level down so players can't BUILD superweapons but they're turned on?
Here's another question, is there any way to turn off construction yards when the map starts? So you start with a different unit like a spy in a concentration camp for example?
Tesla
05-16-2007, 05:20 PM
To your second question, no.
tennesseetitans
05-16-2007, 09:20 PM
Listen, I know you are new to map making, but I already said this. As long as the tech level is set to -1 under the same subject as you put Capturable=yes(GAWEAT or whatever), NOBODY will be able to build superweapons even if superweapons are ON. NOBODY!! To do this, enter in the key TechLevel=-1. If you do this, then NOBODY, neither AI nor human, will be able to build superweapons.
I am pretty sure that you can start with a spy in addition to a construcion yard(or MCV). In the map provided with Yuri's Revenge(and maybe original RA2) Ground Zero, each player starts with a nuclear reactor. I imagine that you could do the same with a spy. From that, you could attach triggers to the spy that when the spy enters a certain celltag, the player wins(Singleplayer only), and, if killed, the player loses the game. You may even be able to do this in multiplayer maps.
Listern, I understand what is confusing you. In my first map, I had no clue how to use triggers or even paint cliffs, let alone INI edit. If this is absolutely confusing you to death, just attach it to your next post by pressing the attach document option when you are creating your next post. I will download your map, fix it up, and post it back here. Don't worry about your problems, they are completely reasonable, and I have been there, and I still have a ton of trouble with teams and advanced INI editing.
xspudx
05-17-2007, 04:15 AM
Alright, I attached the map (also there was a link to the first post), take a look at it if you will. (y)
tennesseetitans
05-17-2007, 08:45 PM
Right now, I have a problem of my own. Let me fix that up then I will take a look at your map.
apple23
05-19-2007, 07:24 AM
ok; we know ur new to mapmaking but u'll never learn if you are as incapable of following simple instructions as you have been. All he's asking is to go to the INI section, make a GAWEAT, and put TechLevel=-1 to make supers unbuildable. Then when you play ur game, turn supers on, because yes, it just so happens that superweapons do not operate, even if captured by a house player, withpuit superweapons turned on. If those instructions are too alien to you, you are hopeless to ever learn this stuff on your own. Don't mean to be so harsh, but honestly, its as simple as tying my shoe.
xspudx
05-19-2007, 12:40 PM
Lol, what the hell are you going on about? I did that stuff and got it working, look at the last page next time.
"Alright, I can capture both buildings but they don't work. The Iron Curtain doesn't count down or nothing, it's useless."
All I'm asking as if there's some way to turn off the use of building superweapons.
Fenring
05-19-2007, 07:07 PM
Listen, I know you are new to map making, but I already said this. As long as the tech level is set to -1 under the same subject as you put Capturable=yes(GAWEAT or whatever), NOBODY will be able to build superweapons even if superweapons are ON. NOBODY!! To do this, enter in the key TechLevel=-1. If you do this, then NOBODY, neither AI nor human, will be able to build superweapons.
Wrongo. The AI can still build structures at tech level -1; you have to use 11 to kick building for everyone.
Also, it's a bit tricky to get superweapons to begin countdowns on capture. You might try adding NeedsEngineer=yes to the structures on the map or you may need an activation trigger.
If you want superweapons to be always on, add DisableableFromShell=no to each superweapon and it will be active even with them off.
apple23
05-24-2007, 07:03 PM
according to your last post, you still hadn't fixed anything
for the fifth time, the way to make it so supers activate on capture is to turn the superweapons box in the skirmish setup screen to "on".
this is a perfect example to back up my last post, as we have said it many, many times.
Fenring
05-25-2007, 12:23 PM
Not true. Superweapons 'activate' because they were player-owned already. It started active and not start dormant, which is how most pre-placed superweapons begin. Nothing tells the game to start acountdown, which is exactly why superweapons cannot normally be captured.
apple23
05-31-2007, 09:30 PM
hmm... thats strange... i made supers capturable once, turned on superweapons, and they turned on right when i captured them.
If it's not that simple, you could make it so the supers are owned by an 'outside' computer player. Then you can have fun and make it so that they have power and make it so players have to race to capture them before they are used against them.
Fenring
05-31-2007, 10:36 PM
Even if you place superweapons on a map, they won't be active. The Neutral and JP houses cannot fire a superweapon AFAIK. The timers don't start and you'd never get a countdown.
Condemer
06-28-2007, 08:20 PM
ATTENTION ALL: the reason ur iron curtain and stuff isn't working is cause u don't have enought power 2 run them if it's for the civilan then u must make a civilan power plant or my personal favorite a soviet nuke plant and make the owner civilan the same as the owner as the devices once u capture the buildings(superweapons) it will rely on ur power .... if u have any questions i can tell u easier in game or through e-mail.
But make sure you tell me that u need help with modding on RA2
obtw I need u 2 make the extension .XXX instead of making it .ymr you must make it .mpr so that those of us that don't have yuri's revenge expansion pack can still have the map !!!![Quote: If you want superweapons to be always on, add DisableableFromShell=no to each superweapon and it will be active even with them off. > Fenring<]
Wrong !!! Fenring if u "Disableablefromshell=no" to ANY of the super weapons then ur telling the game that when the superweapons box is unchecked (not allowed) then it will still alllow you to build them ! It must be set to "yes" !
Anyone here good with scripts ??
Need help wit 'em !
Fenring
06-28-2007, 08:58 PM
You're wrong. If you set DisableableFromShell to yes, you can turn them off by having the box active. If you set it to no, they can never be disabled.
If you want more proof, check the paradrops. :rolleyes:
Also: http://modenc.renegadeprojects.com/DisableableFromShell
If you want to contradict me, at least be damn sure you know what you're talking about. :rolleyes:
Condemer
06-28-2007, 10:08 PM
k I guess i was wrong ... then how come when u make no supers the american's still get there 8 gi superweapon ??
mrstab
07-05-2007, 03:35 PM
while you prolly already know about this; i just open the map in notepad and force it in with this method: http://www.ppmsite.com/forum/viewtopic.php?p=121753&sid=cf7d31cae6dd8b15e0af0d58030cba64
simple but handy if its the only variable you really wanna mod.
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