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

Posted: 08 Nov 2014, 20:34
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 ?

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

Posted: 08 Nov 2014, 20:46
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.

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

Posted: 09 Nov 2014, 13:54
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:

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

Posted: 29 Apr 2015, 21:03
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

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

Posted: 29 Apr 2015, 21:38
by Powzone
Guten Abend Papst :)

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

EDIT: Added the autoload folder... ^^

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

Posted: 29 Apr 2015, 22:01
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...

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

Posted: 30 Apr 2015, 09:14
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?

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

Posted: 30 Apr 2015, 19:08
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.

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

Posted: 02 May 2015, 09:59
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)

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

Posted: 02 May 2015, 13:01
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. ;)

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

Posted: 03 May 2015, 15:08
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...

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

Posted: 27 Mar 2024, 13:11
by Tzeentch
Will this work on 4.4.2?
Would like to add this challenge to my game files.