View Full Version : Scripted map causing mismatch...
Fr33z3r
07-25-2007, 11:43 AM
Hi there!
This is my first scripted multiplayer map (I made some scripted singleplayer maps that work just fine) and I have no idea what causes the mismatch.
Okay, so here is whats on the map
6- player map, there are 6 prebuilt bases, at the beginning they belong to a computer-controlled player. Soon as the map starts the dozers of each player stand in a trigger area activating the script "Transfer a specific asset to control of player This player". Now this causes the mismatch.
I thought maybe the solution is to use a computer controlled player with a start spot like in the Art of defense maps where you always have to add 1 computer player. I looked through 5 different AoD maps but I didnt find out how to implement this computer player...
I really hope someone can help me out cause I invested a whole lot of time here...
Thanks in advance!!! :)
edit: some mistakes
Me Myself & Pi
07-25-2007, 10:50 PM
You can only modify the host of the game. It's impossible to modify how the other players of the map start out with. To modify the host of the game, use the player "<This Player's Enemy>". When a script that has this player mentioned in the PlyrCivilian folder, then it considers the Host of the game to be the enemy to civilian player, which is weird because they consider eachother nuetral.
I don't reccamend using "<This Player>". It doesn't affect the host of the game in some cases, but it shouldn't cause a mismatch. "<Local Player>" does cause a mismatch however.
Also, when transfering the assets of a player to the host of the game, set that players money to zero before transfering the player. Bbecause then the host will receive that players money.
Go ahead & upload the map because "<This Player>" shouldn't cause a mismatch. I could be something else that you're not awere of.
Fr33z3r
07-26-2007, 06:03 AM
Okay thanks! I actually used "Local Player", not "This player", so thats what caused the mm. Its a pity its impossible to give every player a prebuilt base... btw. can it be done with C&C3 worldbuilder or are there the same probs?
Now there is another thing that causes mismatch a bit later in the game. I have a China Nuke CommandCenter placed outside the border and every player has a NuclearBunker in his base. When the nuke bunker gets destroyed, the Nuke Commandcenter calls in Nuke bombers on the players location with the script Unit -> Special power -> Special power fire at location "NukeCommandCenter fires Nuke_SuperWeaponNukeDrop at Waypointxyz".
Again thanks for any help!!!
Me Myself & Pi
07-26-2007, 08:57 AM
I don't see why that should cause a mismatch. Could you upload that map so I can look at it?
I haven't tried the world builder for C&C3 but I've tried the world builder for Lord of the Rings game over at my friends house & I think there's a player in the player list for each skirmish or humen player!
I have an idea for each player to start out a base, but they'll have to capture each building. You know how Jarmen Kell can make vehicles unmanned? Well, you can use a script to make vehicle, structures, & infantry unmanned just like Jarmen Kell makes does to vehicles! All a player needs to do it garrison a structure, vehicle, or infantry guy & it's theirs! All you have to do is name all the objects you want unmanned & create a new script. Leave the condition as True & choose this acition: "Unit\Status\Make unmanned."
Fr33z3r
07-26-2007, 09:49 AM
I didnt know the Make unmanned thing worked on buildings!
Ive changed the map completely already, Ill put the bombers back in again later and upload the map if it still causes mismatches.
Thanks a lot for all your help
edit:Yay! It works perfectly fine now! No more mismatches with the bombers. we will never know what caused it in the first place, probably some evil "Local Player" as well:D
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