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Scenario and Map Creation
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Topic Subject: Have a question? Post it here
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posted 05-18-06 02:39 AM EDT (US)   
So you have a question? You can post it here!

Since most heavens have at least one question thread, most very popular and most reaching the very noble score of 2500 posts, its time Rise of Legends Heaven follows in the footsteps of earlier heavens: I present you the question thread!

For one, this will keep the forum cleaner and it will be easier to read the remaining topics, and it will save space instead of threads asking questions about scenario design in the Rise of Legends community. I am sure many both great and less experienced designers will take the time to answer both your simple and harder questions, they might learn something new to..

So, post any and all questions about scripts, triggers, units, mapping, modding, really anything that is about something in the Rise of Legends universe, and the skilled designers in the Rise of Legends community will do their best to answer them.

Once this thread reaches the 2500th post I will take all your questions and answers to put them in one massive FAQ. (Remind me about it, soon I will regret this and edit it out.)

Update: I have decided to put basic questions here, and am aiming for about 5-6 questions here, that get asked often:
1. How do you delete units in the editor?
Use Backspace or Ctrl + X
2. Why don't my multiplayer maps load to the opponent?
Scenarios not saved in your 'My Documents\My Games\Rise Of Legends\custom maps' folder are likely to not be transferred across Gamespy. (Thanks to Evolved for this tip.)
3. Is there any guide about scripting?
This guide was written by Archaeopterix, and handles basic scripting. Note: Guide is not online any more.

Ask your questions!

Yes, periods and smileys are the same for me
No matter what you say

[This message has been edited by Paperfriend (edited 03-29-2007 @ 04:07 AM).]

Replies:
posted 07-24-06 02:12 PM EDT (US)     51 / 69  
Thanks.

Replies:

1) I figured out how buffs work now.

2) "get_spell_remaining_time (Spell the_spell)" doesn't work... I'd need a unit as well. Anyway, I made a work around for the issue I had.

3) Any way that we could get info on modifying other stuff (for .map files) such as:

* Help text.
* "Start" setups.

?

4) One could surely extract all the functions that were used in the existing .bhs files, but there are possibly more. Any way we could get a full list? :|

And what's with the .[field] stuff? How can we figure out what "fields" are possible for a given object? I'd really like to access (not just modify) the rally point (location) of buildings, for instance...

5) "void unit_come_out (Unit the_unit)" does not seem to work for getting a unit to come out of a building (perhaps it works for a unit coming out of a unit?). I want just that unit to come out, so "void building_expell_units (Build the_build)" will not work.

posted 07-24-06 02:26 PM EDT (US)     52 / 69  

Quote:


3) Any way that we could get info on modifying other stuff (for .map files) such as:

* Help text.
* "Start" setups.

These can't be modded inside the map file, just types. Help text has to be done in help.xml, and you need custom tribes for custom starts.

Quote:


4) One could surely extract all the functions that were used in the existing .bhs files, but there are possibly more. Any way we could get a full list? :|

You're working from the same list we were

If any were missed it was an unfortunate omission and you can look at the campaign scripts for examples.

Quote:


5) "void unit_come_out (Unit the_unit)" does not seem to work for getting a unit to come out of a building (perhaps it works for a unit coming out of a unit?). I want just that unit to come out, so "void building_expell_units (Build the_build)" will not work.

In "unit_come_out (Unit the_unit)", the unit that is passed to the function would be the unit you want to come out. I assume this works with buildings too. Give it a whirl

posted 07-24-06 02:38 PM EDT (US)     53 / 69  
I tried having it leave the building, no go.

>These can't be modded inside the map file, just types. Help text has to be done in help.xml, and you need custom tribes for custom starts.

Well, help text IS a type... isn't it? :|

I'm releasing a scenario ("blood type") now, with a lot of "tricks" that I figured out, but I wish I could do more "tricks". :|

posted 07-24-06 03:48 PM EDT (US)     54 / 69  

Quote:


Well, help text IS a type... isn't it? :|

It's not a spell, unit, building, tech, or a bonus. Basically anything that fits into unitrules, craftrules, or techrules can be put into a the types in a map header. It follows pretty much the same rules as a custom tribe.

posted 08-05-06 11:44 AM EDT (US)     55 / 69  
How is:

"string get_leader_start_setup (Leader the_leader)"

supposed to work?

It's always blank...

posted 08-10-06 01:56 PM EDT (US)     56 / 69  
That function works only if you're using multiplayer starting locations. It returns the starting style that was specified on the map. For example, most mp maps are going to return "default" if you use that function.

Some might return "nomad" or "x2 resources" depending on the starting setup that was used in the map file. These names all correspond to the tribe's xml file under "starts".

posted 08-10-06 05:33 PM EDT (US)     57 / 69  
Thanks. Based on your answer, I figured out the problem I was having. I set my start setups to "1", "2", "3", and "4", but that doesn't work.. they need to be pre-existing setups. You see, I just want to know on which side a player started and I don't want the starting units and buildings there.

[This message has been edited by Agamemnus (edited 08-10-2006 @ 05:34 PM).]

posted 08-13-06 07:52 PM EDT (US)     58 / 69  
For some reason when I took two screenshots in the editor they saved as TGA files. Anyone know why and how to open the files?

posted 08-14-06 03:35 AM EDT (US)     59 / 69  
Use Photoshop if you have it.
posted 08-14-06 10:05 AM EDT (US)     60 / 69  
Thanks Evolved.

posted 08-22-06 07:32 PM EDT (US)     61 / 69  
For some resson the smaller prefabs are acting funny for me

eg. cranes will "vanish" but are actually below the ground, and do so randomly upon movement

posted 08-23-06 09:32 AM EDT (US)     62 / 69  
Be sure to have your performance slider turned up while editing, otherwise some prefabs are not displayed for performance reasons.
posted 08-23-06 03:54 PM EDT (US)     63 / 69  
Ah. Thanks

But they ARE there, just buried

[This message has been edited by The Steam Punk (edited 08-23-2006 @ 03:55 PM).]

posted 09-05-06 01:52 PM EDT (US)     64 / 69  
Ummm something weird I guess.. I have the ROL SPanish version, and everything seems cool and dandy...

Until I try to add a Timonium patch; no "green" patch appears at all... it does not matter what I select in the list of xml files, nothing appears on screen...

COuld anyone help? thx in advance!

posted 09-08-06 11:18 AM EDT (US)     65 / 69  
Be sure you have the latest version of Rise of Legends. If you do, you should be able to click "ok" (or the Spanish equivalent ) to place the Timonium patch. Don't worry if you don't see a green square--once you click "ok" it'll place the patch.

To move it, select the patch (either by clicking it on the map or selecting it in the menu) again and click the edit patch button. You can then drag the patch around on the map. Click OK when you're done.

[This message has been edited by DarthVeda (edited 09-08-2006 @ 11:23 AM).]

posted 09-11-06 03:25 AM EDT (US)     66 / 69  
thanks man, I still didn't manage to generate a timonium patch but I've used an already made map to access it... I guess it's a problem with the Spanish version?

regards,
David

posted 04-05-08 02:03 AM EDT (US)     67 / 69  
I realize this forum is probably a bit inactive, but I thought I'd post my question anyway...

When placing a Timonium patch, I seem unable to move it. I don't see the outline before placing it, and I can't move it after it is placed. Is there anything I could be doing wrong?
posted 01-11-12 12:07 PM EDT (US)     68 / 69  
hey,

i have a question or more a problem.
i want to make all of the vinci campaign-maps in skirmish playable. i am on my first map and deleted all scripts in the script file and all videos. after that i deleted all buildings and units. so i have clear map now. than i put in neutral buildings with guards, made some rules for goodys and set the start-positions for 4 players. now the problem: if i play as first player(haven't test as other player yet) only computer-player4 is doing something. player 2 and 3 do nothing. i don't understand why. the only thing i know is, in the campaign-map player 3 and 4 were The Doge and Rocko. Player 4 was blank. so maybe it is because player 2 and 3 still try to be The Doge and Rocko. but i deleted all scripts and rules.

Anyone can help?
i will upload them if they are finished.

Deadworker.
posted 05-29-16 07:06 PM EDT (US)     69 / 69  
This question thread for Scenario and Map design is re-opened on 5/2016 after the news of more modding in the game, read here

And post your questions below:
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