[3.1.1+] Tower Defense (engine and maps)

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Terminator
Regular
Regular
Posts: 1077
Joined: 05 Aug 2006, 13:46
Location: Ukraine
Contact:

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Terminator »

In my vocabulary "tower defense" - is when units can't attach my defense structures. DORDER_SCOUT - Oh I get that wrong when read the description of that function.
I wanted to set units an order or whatever so they dont attack my tower, only attack HQ. In game this is states for units"fire at will", "return fire" and "no fire" - I thought this DORDER_SCOUT - is "no fire" order.

Anyway do you know how to make that happen ?
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1.1+] Tower Defense (engine and maps)

Post by NoQ »

Anyway do you know how to make that happen ?
Emm, no, don't think so.
"Hold fire" is, technically, not an order, and we don't have functions to control that, yet.

You can probably disable fire-on-move for all weapons, i think it would work.

But i don't think it would make the game better; i tend to like this twist in the game rules, and it makes enemy weapons matter more (some are anti-truck, some are anti-tower, some are anti-bunker) and provide you with more micromanagement to do.
User avatar
Terminator
Regular
Regular
Posts: 1077
Joined: 05 Aug 2006, 13:46
Location: Ukraine
Contact:

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Terminator »

NoQ wrote: "Hold fire" is, technically, not an order, and we don't have functions to control that, yet.
Btw I have found that code that responsible for "hold fire". I was surfing the master code - Its a "SECONDARY_ORDER" and associated "DSO_ATTACK_LEVEL" as I understand there is a attack_level for every unit. Interesting how to add a new JS API function for this particular case. :geek:

p.s. sorry for off-topic :ninja:
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
der Papst
Greenhorn
Posts: 8
Joined: 15 May 2014, 19:17

Re: [3.1.1+] Tower Defense (engine and maps)

Post by der Papst »

NoQ wrote:A rebalanced (easier) version of the first map, as planned someday ...
  • 4c-td1_v3.wz
You've got a second derrick, creeps receive upgrade layers two times slower, and also you cannot sell your satlink anymore :p

Last time i tried it, i felt it quite balanced - at 40 minutes mark i was still alive, yet still had to make decisions. It should be possible to survive forever with enough practice, i guess.
How do i have to install this?

I've tried it in ubuntu's "latest" 3.1-version and in a self-compiled 3.1.1, same result for both:
I couldn't find a install guide, so i copied it to folders with same file structure as in your archive.
~/.warzone-3.1
~/warzone-3.1.1/data/mp
I click ready, the game loads -> crash to desktop.

--- Starting log [/home/tux/.warzone2100-3.1/logs/WZlog-0429_204101.txt]---
info |08:41:01: [realmain:1145] Using /home/tux/.warzone2100-3.1/logs/WZlog-0429_204101.txt debug file
info |08:41:05: [loadMapPreview:451] Could not find level dataset "td1_v3-T1" 0000000000000000000000000000000000000000000000000000000000000000. We aren't waiting for a download.
info |08:41:07: [levLoadData:651] Dataset td1_v3-T1 not found - trying to load as WRF
info |08:41:07: [openLoadFile:164] file td1_v3-T1 could not be opened: File not found
info |08:41:07: [openLoadFile:164] Assert in Warzone: frame.cpp:164 (!"unable to open file"), last script event: '<none>'
fatal |08:41:07: [resLoad:122] Could not open file td1_v3-T1
fatal |08:41:07: [startGameLoop:783] Shutting down after failure
User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Powzone »

Guten Abend Papst :)

You simply put the .wz file into ~/.warzone2100-3.1/mods/autoload

EDIT: Added the autoload folder... ^^
Arch / Intel Core i9 12900 / 32GB RAM / NVidia RTX2070 Super
der Papst
Greenhorn
Posts: 8
Joined: 15 May 2014, 19:17

Re: [3.1.1+] Tower Defense (engine and maps)

Post by der Papst »

Powzone wrote:Guten Abend Papst :)
You simply put the .wz file into ~/.warzone2100-3.1/mods/autoload
EDIT: Added the autoload folder... ^^
Guten Abend :)

The folder mods didn't existed, so i've created it, but it seems to work because it appears now (again) in challenge - but it still crashes during loading, in both versions :(

what else do i need to get it working?

nfo |09:58:06: [realmain:1145] Using /home/tux/.warzone2100-3.1/logs/WZlog-0429_215806.txt debug file
info |09:58:10: [loadMapPreview:451] Could not find level dataset "td1_v3-T1" 0000000000000000000000000000000000000000000000000000000000000000. We aren't waiting for a download.
info |09:58:12: [levLoadData:651] Dataset td1_v3-T1 not found - trying to load as WRF
info |09:58:12: [openLoadFile:164] file td1_v3-T1 could not be opened: File not found
info |09:58:12: [openLoadFile:164] Assert in Warzone: frame.cpp:164 (!"unable to open file"), last script event: '<none>'
fatal |09:58:12: [resLoad:122] Could not open file td1_v3-T1
fatal |09:58:12: [startGameLoop:783] Shutting down after failure
AL lib: ReleaseALC: 1 device not closed




Edit: I've just installed warzone2100-3.1.2 on windows (7, 64bit) to try it there - i get a message box that td1_v3-T1 could not be found.
I think this file 4c-td1_v3.wz is just broken :(

Or is anything else necessary but copying this .wz-file to /mods/autoload? i have no other mods installed, just plain warzone...
der Papst
Greenhorn
Posts: 8
Joined: 15 May 2014, 19:17

Re: [3.1.1+] Tower Defense (engine and maps)

Post by der Papst »

Just to be sure, i've tried it on my laptop too were warzone-3.1.1 is installed on a windows 7 64bit. The result was the same. :(
I guess only copying it to mods/autoload is not enough?
Last edited by der Papst on 01 May 2015, 17:45, edited 1 time in total.
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Berg »

Wait on Noq Now.
I tested it in 3.1.1 and it has errors so your not doing it wrong Be Patient.
der Papst
Greenhorn
Posts: 8
Joined: 15 May 2014, 19:17

Re: [3.1.1+] Tower Defense (engine and maps)

Post by der Papst »

NoQ wrote: Installation:
  • That is, i had to put the file to both maps and mods/autoload folders to make it work.
Now it works - the answer was in 1st post... *facepalm*

It also seems to work with the latest 3.1 from Kubuntus repository (i prefer it to my selfbuilt 3.1.1 because i never got it set to german)
User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Powzone »

If you want 3.1.2 you can add the Playdeb repository: viewtopic.php?f=4&t=10918&start=15#p130975

They are normally just a few days behind, when a new release comes out and works in German on my machine. ;)
Arch / Intel Core i9 12900 / 32GB RAM / NVidia RTX2070 Super
der Papst
Greenhorn
Posts: 8
Joined: 15 May 2014, 19:17

Re: [3.1.1+] Tower Defense (engine and maps)

Post by der Papst »

Is it possible to limit enemy units on the map?

I set queue("userTimer", 20000); to half the spawn-rate, but (even with this setting) after 2 hours in realtime, there are so many enemies at the spawnpoint that the game runs with 1/3 speed... (my computer is quite fast...)

The problem is that the enemies spawn much faster than they can go into the maze, i also guess that heavy tanks block the fast ones...
User avatar
Tzeentch
Trained
Trained
Posts: 309
Joined: 14 Oct 2012, 14:24

Re: [3.1.1+] Tower Defense (engine and maps)

Post by Tzeentch »

Will this work on 4.4.2?
Would like to add this challenge to my game files.
Post Reply