Search found 347 matches
- 23 Aug 2010, 19:58
- Forum: Development
- Topic: Setting Campaign map's size via mod
- Replies: 18
- Views: 6362
Re: Setting Campaign map's size via mod
I`ll have a look but I do not think so.
- 21 Aug 2010, 22:03
- Forum: Development
- Topic: Setting Campaign map's size via mod
- Replies: 18
- Views: 6362
Re: Setting Campaign map's size via mod
I need to come back again with this. 1- In the actualoriginal cam1a.slo file the scroll settings are not used anymore. 2- If I use them with setScrollParams(0, 0, 80, 80), to make the map bigger for example, I have the issue that even if the droids can move in the bigger side of the map, the fog doe...
- 21 Aug 2010, 17:53
- Forum: Development
- Topic: Setting Campaign map's size via mod
- Replies: 18
- Views: 6362
Re: Setting Campaign map's size via mod
well, this is great. Thanks for the support.
- 20 Aug 2010, 22:53
- Forum: Technical Help / Troubleshooting
- Topic: sub 1_7 return to LZ - objective failed
- Replies: 4
- Views: 6216
Re: sub 1_7 return to LZ - objective failed
if you got the artifact (I think so because of the message telling you to come back to LZ), try by putting the droids really near to the LZ. The script checks and area of 12 tiles, if any of your droids is outside of that area the script does not start the end game event. Or as an hack, open the che...
- 20 Aug 2010, 22:26
- Forum: Development
- Topic: Setting Campaign map's size via mod
- Replies: 18
- Views: 6362
Setting Campaign map's size via mod
The way the Alpha campaign works (the only one I have played) is that they show only pieces of the main map in the various missions. I am working on a campaign mod and I have not been able to find out where this is set on the script files.I think this is something pre-configured in warzone code. IF ...
- 17 Aug 2010, 20:42
- Forum: Addon discussions
- Topic: DyDo 2.2.2, AI for skirmish games and challenges
- Replies: 82
- Views: 40158
Re: DyDo 2.2.2, AI for skirmish games and challenges
Wow this AI is great! 2 research paths are great! I have a few suggestions based just on 1 game (it is best for me to test 2p maps because it gives me a lot of info how AI is working). Advanced bases on. AI flamers rockets. I still suggest not to play 1vs1 if you are an advanced player. 1. Dydo is ...
- 15 Aug 2010, 13:39
- Forum: Addon discussions
- Topic: Original Campaign Maps
- Replies: 17
- Views: 9213
Re: Original Campaign Maps
great! thanks
- 14 Aug 2010, 21:02
- Forum: Addon discussions
- Topic: Original Campaign Maps
- Replies: 17
- Views: 9213
Re: Original Campaign Maps
great, thx
- 14 Aug 2010, 11:03
- Forum: Mapping / Modding tools & discussions
- Topic: Remaking the Campaign?
- Replies: 9
- Views: 3905
Re: Remaking the Campaign?
I am actually working on a mod to make existing ALPHA campaign harder. This mod uses the same maps (I am not able to understand how to replace original maps, please advise on this if anyone knows how to do it). I managed to understand how the slo and vlo files are working. Actually I am placing more...
- 13 Aug 2010, 22:12
- Forum: Scripting
- Topic: how to replace a campaign map?
- Replies: 8
- Views: 4122
Re: how to replace a campaign map?
thanks for this but it is not helping. I know how to create a mod. I do not know is:
how to put in the campaign mode the files I get from FlaMe to replace the original ones (to allow to make campaign on new maps)
how to put in the campaign mode the files I get from FlaMe to replace the original ones (to allow to make campaign on new maps)
- 12 Aug 2010, 09:38
- Forum: Addon discussions
- Topic: Original Campaign Maps
- Replies: 17
- Views: 9213
Re: Original Campaign Maps
I see that the main missions are played on the #32 by hiding and revealing pieces of that map but the away mission (at least the #3) is played on another map.
- 11 Aug 2010, 21:16
- Forum: Scripting
- Topic: how to replace a campaign map?
- Replies: 8
- Views: 4122
Re: how to replace a campaign map?
you should look at the scripts for the original, its all there , what you need. :) Where? That is what I did already mate. I tried to compare the structure of any map.wz file created with FlaMe but it seems the structure of the maps in base.wz used in campaigns are totally different (wrf/cam1/cam1a...
- 11 Aug 2010, 20:54
- Forum: Scripting
- Topic: how to replace a campaign map?
- Replies: 8
- Views: 4122
how to replace a campaign map?
I am working on a mod to make campaign harder. I have managed to understand how the vlo and slo files work but I was not able to understand how to replace a campaign map. Assuming I would like to replace the map for the first campaign how should I include the new map in the mod?
- 11 Aug 2010, 20:38
- Forum: Mapping / Modding tools & discussions
- Topic: Test games for AIs
- Replies: 7
- Views: 3427
Re: Test games for AIs
FYI - I stopped testing DyDo vs. BP because BP was too weak...I assume nowadays it has no chances at all against any DyDo personality. I also think that the standard AI is stronger than BP (but the standard AI chates on power -> +500 every minute).Darksied wrote:What about Dydo vs becomeprey?
- 11 Aug 2010, 10:28
- Forum: Addon discussions
- Topic: Original Campaign Maps
- Replies: 17
- Views: 9213
Re: Original Campaign Maps
What about the map loaded in Alpha missions when the transporter is launched?
I see this is missing from the package you provided.
I am working on a new mod to make Campaign more difficult and would need it.
Anyone can help??
I see this is missing from the package you provided.
I am working on a new mod to make Campaign more difficult and would need it.
Anyone can help??