Page 8 of 11

Re: tmp's maps

Posted: 21 Jun 2012, 01:04
by Berg
Giani wrote:How did you put snow in arizona?
And why? O_o
Yeah that a data error it cant find a texture I dont know why that is I saw it in master too I will look into it.
after some test found errors in map and scav mod ...

error |12:03:35: [loadSaveStructure2:4758] Structure A0CannonTower, coord too near the edge of the map. id - 706
error |12:03:35: [setFlagPositionInc:5070] We have too many factories of type 0, player 7
info |12:03:35: [setFlagPositionInc:5071] Can't set flag!
info |12:03:35: [setFlagPositionInc:5071] Assert in Warzone: structure.cpp:5071 (false), last script event: '<none>'
error |12:03:35: [setFlagPositionInc:5070] We have too many factories of type 0, player 7
info |12:03:35: [setFlagPositionInc:5071] Can't set flag!
info |12:03:35: [setFlagPositionInc:5071] Assert in Warzone: structure.cpp:5071 (false), last script event: '<none>'
see http://developer.wz2100.net/ticket/3557#comment:2 ticket for other issues.

Re: tmp's maps

Posted: 21 Jun 2012, 05:51
by NoQ
Scav mod is fixed now, so this bug is no longer present: check out v1.09.

Re: tmp's maps

Posted: 21 Jun 2012, 06:37
by Iluvalar
Giani wrote:
Iluvalar wrote:but, it's bidirectional. Both side can't shoot. The higher units still don't have any advantage.
While the tanks that aren't on the hills go up, they can be shot by arti and MRAs. And I tried that map whit Berg and walls whit weapons have some advantage, because they are taller than tanks.
While the tanks that are on the hills go down, they can be shot by arti and MRAs.

Re: tmp's maps

Posted: 21 Jun 2012, 06:42
by NoQ
Well yeah, highground advantage is more complicated than that.

An attacker can quickly join the battle, being shot for a shorter amount of time (including arty and MRAs). But if he decides to fall back, his losses will be heavier. Also, long-range attackers don't really benefit from coming close to the enemy, but flamers do.

Re: tmp's maps

Posted: 21 Jun 2012, 10:04
by Berg
If you have high ground and attacking down hill retreat is a bad idea your droids/tanks take longer to climb back up the hill..

Re: tmp's maps

Posted: 21 Jun 2012, 10:05
by Goth Zagog-Thou
Hey that's the error I'm getting in Cam 4 on the current beta.

Re: tmp's maps

Posted: 21 Jun 2012, 10:25
by NoQ
That's due to separating Sand and Yellow textures in arizona in beta11. They used to use the same texture, but they no longer do. Thus, you need to make sure the new texture is either loaded (check out the .wrf file) or not used (in /tileset/*.txt files).

Re: tmp's maps

Posted: 21 Jun 2012, 10:29
by Berg
The error I posted is a map maker flame error the error ultimate scav had is a wrf error they two separate NoQ The texture define was not defines in scav mod thats not realy a bother it dont crash the game just have snow instead of texture.

Re: tmp's maps

Posted: 21 Jun 2012, 10:43
by Goth Zagog-Thou
Oh, I see. Well, the 'flags' thing is what I'm running into. Haven't really dug much further into it since today has been devoted to other things, WZ and real-life alike. ;)

Any idea what to do to fix it?

Re: tmp's maps

Posted: 21 Jun 2012, 10:46
by NoQ
Don't place more than 5 factories? I think these two are related.
Or not?

Re: tmp's maps

Posted: 29 Jun 2012, 02:27
by tmp500
ok i checked the map and dont really know where the error message is coming from... looked over the buildings and all seems normal to me. but that doesn't mean much....

and now out of frustration i made a stupid map that i will probably never going to play :stressed: unless i change my mind and find mortars the best thing wz has to offer...
dammit.png
8c-dammit.wz
(31.8 KiB) Downloaded 687 times

Re: tmp's maps

Posted: 29 Jun 2012, 05:21
by Merowingg
Nice recommendation, you must have been really angry. Sometimes it is good to withdraw, and rethink the other day, or just sleep with thw idea. There were two maps I made which have never appeared as I considered them a masterpiece of crapiness.

It is to be enjoyment man, not frustration.

Re: tmp's maps

Posted: 29 Jun 2012, 11:15
by tmp500
making a map out of frustration <-sarcastic-> instead of more work i tend to hit a brick wall out of frustration :wink:

Re: tmp's maps

Posted: 30 Jun 2012, 22:19
by tmp500
10c cashew (for those of u who are thinking my gosh it looks like a tree - yes indeed hence the name cashew[which is a nut that grows on a tree]

now that i cleared up the basics, 10 player map suitable for 5vs5, 6vs4, 2vs2vs3vs3.. whatever... have fun
cashew.png
10c-cashew_v1.wz
(60.85 KiB) Downloaded 583 times

Re: tmp's maps

Posted: 05 Jul 2012, 21:05
by tmp500
8 player map...
hallberry.jpg
8c-hallbarry_v1.wz
(40.2 KiB) Downloaded 585 times