vivid's DE maps
- vividlyplain
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Re: vivid's DE maps
@howlingwolfpaw this is what i've managed so far... i have a small bug that i can't sort out yet (maybe someone has a bright idea)
but you can have 0 explorers or 2 explorers xD (yes japan/india get 4 monks)
Edit: I can also get it to spawn with 2 TCs and one explorer.
anyway, let me know what you think of this as your starting base... ignore the ugly terrain (just for testing)
but you can have 0 explorers or 2 explorers xD (yes japan/india get 4 monks)
Edit: I can also get it to spawn with 2 TCs and one explorer.
anyway, let me know what you think of this as your starting base... ignore the ugly terrain (just for testing)
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- howlingwolfpaw
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Re: vivid's DE maps
That is pretty beautiful work!
Its about the right size, I ws imagining something slightly bigger to put a couple buildings or factories in once you got them. but that is great.
can you disable all other walls? so people only have a star fort and a small town to protect it with?
does it need a 2nd exit?
There are really so many possibilities with this...
what are you thinking as map terrain for a regicide map?
I see a moat, are you going to have an ocean around it for sea battles? or in the center?
most resources in the center?
Its about the right size, I ws imagining something slightly bigger to put a couple buildings or factories in once you got them. but that is great.
can you disable all other walls? so people only have a star fort and a small town to protect it with?
does it need a 2nd exit?
There are really so many possibilities with this...
what are you thinking as map terrain for a regicide map?
I see a moat, are you going to have an ocean around it for sea battles? or in the center?
most resources in the center?
- vividlyplain
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Re: vivid's DE maps
There’s no water, it’s just a blue terrain called “testmix” that stands out from the grass. It’s a grouping so I can’t add another gate or make it bigger, etc unfortunately. Right now there aren’t any regicide triggers and I’m not sure exactly how it would work with this. You might have to destroy every last wall segment before the regicide triggers kick in.howlingwolfpaw wrote:That is pretty beautiful work!
Its about the right size, I ws imagining something slightly bigger to put a couple buildings or factories in once you got them. but that is great.
can you disable all other walls? so people only have a star fort and a small town to protect it with?
does it need a 2nd exit?
There are really so many possibilities with this...
what are you thinking as map terrain for a regicide map?
I see a moat, are you going to have an ocean around it for sea battles? or in the center?
most resources in the center?
I’ll look into disabling walls if you want.
- howlingwolfpaw
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Re: vivid's DE maps
To be honest if its a regicide map or not I do not really care, I just was hoping for a map like fortress in AOE 2 where everyone had a small start village, and make use of the really cool walls. The difference being no resources in base an no additional walls. So everyone is vulnerable and also protected. Might need a couple gates so vils can get inside the fort when being attacked/ raided.vividlyplain wrote:There’s no water, it’s just a blue terrain called “testmix” that stands out from the grass. It’s a grouping so I can’t add another gate or make it bigger, etc unfortunately. Right now there aren’t any regicide triggers and I’m not sure exactly how it would work with this. You might have to destroy every last wall segment before the regicide triggers kick in.howlingwolfpaw wrote:That is pretty beautiful work!
Its about the right size, I ws imagining something slightly bigger to put a couple buildings or factories in once you got them. but that is great.
can you disable all other walls? so people only have a star fort and a small town to protect it with?
does it need a 2nd exit?
There are really so many possibilities with this...
what are you thinking as map terrain for a regicide map?
I see a moat, are you going to have an ocean around it for sea battles? or in the center?
most resources in the center?
I’ll look into disabling walls if you want.
I wouldn't mind seeing it almost like a fast map death match where you also start with some extra crates and a livestock pen with 10 sheep that you could strategically decide when to eat.
- vividlyplain
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Re: vivid's DE maps
Extra crates, buildings, and units are simple. However, changing the fort grouping to add gates and the like wouldn’t be feasible at this time. Technically it’s possible but would add complications to playing the map online.howlingwolfpaw wrote:To be honest if its a regicide map or not I do not really care, I just was hoping for a map like fortress in AOE 2 where everyone had a small start village, and make use of the really cool walls. The difference being no resources in base an no additional walls. So everyone is vulnerable and also protected. Might need a couple gates so vils can get inside the fort when being attacked/ raided.vividlyplain wrote:There’s no water, it’s just a blue terrain called “testmix” that stands out from the grass. It’s a grouping so I can’t add another gate or make it bigger, etc unfortunately. Right now there aren’t any regicide triggers and I’m not sure exactly how it would work with this. You might have to destroy every last wall segment before the regicide triggers kick in.howlingwolfpaw wrote:That is pretty beautiful work!
Its about the right size, I ws imagining something slightly bigger to put a couple buildings or factories in once you got them. but that is great.
can you disable all other walls? so people only have a star fort and a small town to protect it with?
does it need a 2nd exit?
There are really so many possibilities with this...
what are you thinking as map terrain for a regicide map?
I see a moat, are you going to have an ocean around it for sea battles? or in the center?
most resources in the center?
I’ll look into disabling walls if you want.
I wouldn't mind seeing it almost like a fast map death match where you also start with some extra crates and a livestock pen with 10 sheep that you could strategically decide when to eat.
There are some other groupings I can explore however that may have added gates.
- howlingwolfpaw
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Re: vivid's DE maps
well I trust you to do what you do man. Its a niche map so dont need to pour in tons of time. I just like the way bonnie springs looks a lot and think would be cool to have a really elaborate and thought out map.
- vividlyplain
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Re: vivid's DE maps
haha that's the map i think of every time i look at this forthowlingwolfpaw wrote:well I trust you to do what you do man. Its a niche map so dont need to pour in tons of time. I just like the way bonnie springs looks a lot and think would be cool to have a really elaborate and thought out map.
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Re: vivid's DE maps
@Rikikipu @Durokan @Garja @EAGLEMUT @Aizamk and anyone else familiar with RMS that might want to help a low iq noob . . .
I'm trying to spawn diamond mines on a new map. They must be spawned as units to be mineable. I want one team to have their mines spawn on one mountain and the opposing team on the other mountain. Currently, all the mines spawn on the same mountain. In the image below, I'm trying to keep the blue and green mines on one mountain and the red mines on the other mountain.
Here is the code I have so far, I have never used rmGetPlayerTeam before so I'm not exactly sure how to use it.
I'm trying to spawn diamond mines on a new map. They must be spawned as units to be mineable. I want one team to have their mines spawn on one mountain and the opposing team on the other mountain. Currently, all the mines spawn on the same mountain. In the image below, I'm trying to keep the blue and green mines on one mountain and the red mines on the other mountain.
Here is the code I have so far, I have never used rmGetPlayerTeam before so I'm not exactly sure how to use it.
Code: Select all
//Starting Diamond Mine
int diamondID = rmCreateObjectDef("diamond mine");
rmAddObjectDefItem(diamondID, "deREVMineDiamondBuildable", 1, 1.0);
rmAddObjectDefToClass(diamondID, classGold);
rmSetObjectDefMinDistance(diamondID, 0.0);
rmSetObjectDefMaxDistance(diamondID, 1000.0);
rmAddObjectDefConstraint(diamondID, avoidGoldShort);
if (rmGetPlayerTeam(i) == 1)
rmAddObjectDefConstraint(diamondID, stayPlateau4);
else
rmAddObjectDefConstraint(diamondID, stayPlateau2);
Re: vivid's DE maps
the snippet seems ok, though worth nothing that (iirc) player teams are zero-indexed.
edit: where are you looping through 'i'?
edit: where are you looping through 'i'?
oranges.
- vividlyplain
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Re: vivid's DE maps
It didn’t seem to matter what I changed the team to. Perhaps the issue is with “looping through i”?Aizamk wrote:the snippet seems ok, though worth nothing that (iirc) player teams are zero-indexed.
edit: where are you looping through 'i'?
Do I need to add something like
Code: Select all
for (i=1; < PlayerNum + 1)
Re: vivid's DE maps
You could probably just avoid the loop entirely and use
rmPlaceObjectDefInArea(object, 0, plateauName1, team0count);
rmPlaceObjectDefInArea(object, 0, plateauName2, team1 count);
After defining the object
rmPlaceObjectDefInArea(object, 0, plateauName1, team0count);
rmPlaceObjectDefInArea(object, 0, plateauName2, team1 count);
After defining the object
Re: vivid's DE maps
Yeah, there are a few ways to do it. I'd suggest placing the object in the area as dansil suggests.
Another thing you could have a separate definition for each mountain you want and just place them at the center of each mountain and allow a variance equal to the radius of it. Once you get that working you could again try to use the loop.
Also is the current code snippet looping? How are you defining "i" and how is it changing to iterate through the teams?
Another thing you could have a separate definition for each mountain you want and just place them at the center of each mountain and allow a variance equal to the radius of it. Once you get that working you could again try to use the loop.
Also is the current code snippet looping? How are you defining "i" and how is it changing to iterate through the teams?
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- vividlyplain
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Re: vivid's DE maps
Durokan wrote:Yeah, there are a few ways to do it. I'd suggest placing the object in the area as dansil suggests.
Another thing you could have a separate definition for each mountain you want and just place them at the center of each mountain and allow a variance equal to the radius of it. Once you get that working you could again try to use the loop.
Thanks for the suggestions. They can’t be placed like a regular mine if you want to actually mine them. For example, the code below will spawn the mines in the locations I want, but players cannot mine them:dansil92 wrote:You could probably just avoid the loop entirely and use
rmPlaceObjectDefInArea(object, 0, plateauName1, team0count);
rmPlaceObjectDefInArea(object, 0, plateauName2, team1 count);
After defining the object
Code: Select all
// ____________________ Moar Diamond Mines!!!! ____________________
if (PlayerNum > 2 && TeamNum == 2){
// Left Boob Mines
int goldcount = PlayerNum/2;
for(i=0; < goldcount) {
int leftboobmines = rmCreateObjectDef("left boob mines"+i);
rmAddObjectDefItem(leftboobmines, "deREVMineDiamondBuildable", 1, 0.0);
rmSetObjectDefMinDistance(leftboobmines, rmXFractionToMeters(0.0));
rmSetObjectDefMaxDistance(leftboobmines, rmXFractionToMeters(0.45));
rmAddObjectDefToClass(leftboobmines, classGold);
rmAddObjectDefConstraint(leftboobmines, avoidGoldShort);
rmAddObjectDefConstraint(leftboobmines, stayPlateau2);
rmAddObjectDefConstraint(leftboobmines, avoidIslandShort);
rmPlaceObjectDefAtLoc(leftboobmines, 0, 0.50, 0.50);
}
// Right Boob Mines
int gold2count = PlayerNum/2;
for(i=0; < gold2count) {
int rightboobmines = rmCreateObjectDef("right boob mines"+i);
rmAddObjectDefItem(rightboobmines, "deREVMineDiamondBuildable", 1, 0.0);
rmSetObjectDefMinDistance(rightboobmines, rmXFractionToMeters(0.0));
rmSetObjectDefMaxDistance(rightboobmines, rmXFractionToMeters(0.45));
rmAddObjectDefToClass(rightboobmines, classGold);
rmAddObjectDefConstraint(rightboobmines, avoidGoldShort);
rmAddObjectDefConstraint(rightboobmines, stayPlateau4);
rmAddObjectDefConstraint(rightboobmines, avoidIslandShort);
rmPlaceObjectDefAtLoc(rightboobmines, 0, 0.50, 0.50);
}
}
else {
// FFA Mines
int gold3count = PlayerNum;
for(i=0; < gold3count) {
int SEgoldID = rmCreateObjectDef("ffa mines"+i);
rmAddObjectDefItem(SEgoldID, "deREVMineDiamondBuildable", 1, 0.0);
rmSetObjectDefMinDistance(SEgoldID, rmXFractionToMeters(0.0));
rmSetObjectDefMaxDistance(SEgoldID, rmXFractionToMeters(0.45));
rmAddObjectDefToClass(SEgoldID, classGold);
rmAddObjectDefConstraint(SEgoldID, avoidGoldFar);
rmAddObjectDefConstraint(SEgoldID, stayPlateau2);
rmAddObjectDefConstraint(SEgoldID, avoidNatives);
rmAddObjectDefConstraint(SEgoldID, avoidIslandShort);
rmPlaceObjectDefAtLoc(SEgoldID, 0, 0.50, 0.50);
}
}
I already had them spawning on separate peaks but nobody could mine them (just torps could suck them dry).
This would work the same way as say if I wanted to spawn a Duber for each player but keep each team's monkeys on separate peaks. Right now, if these were Dubers, the game would commence with a Duber battle on one mountain rather than them spawning apart from the enemy monkeys.
My goal here is to have the player mines spawn on the mountains, but have them grouped by team.
I'm not really sure what you're asking, sorry. I've included some more code if that helps? This is just with all the starting res and objects.Durokan wrote: Also is the current code snippet looping? How are you defining "i" and how is it changing to iterate through the teams?
Code: Select all
// ____________________ Starting Resources ____________________
// Town center & units
int TCID = rmCreateObjectDef("player TC");
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
if (rmGetNomadStart())
{
rmAddObjectDefItem(TCID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TCID, "TownCenter", 1, 0.0);
rmAddObjectDefToClass(TCID, classStartingResource);
}
rmSetObjectDefMinDistance(TCID, 0.0);
rmSetObjectDefMaxDistance(TCID, 0.0);
// Starting mines
int playergoldID = rmCreateObjectDef("player mine");
rmAddObjectDefItem(playergoldID, "Mine", 1, 0);
rmSetObjectDefMinDistance(playergoldID, 16.0);
rmSetObjectDefMaxDistance(playergoldID, 16.0);
rmAddObjectDefToClass(playergoldID, classStartingResource);
rmAddObjectDefToClass(playergoldID, classGold);
rmAddObjectDefConstraint(playergoldID, avoidTradeRouteSocket);
rmAddObjectDefConstraint(playergoldID, avoidStartingResources);
//Starting Diamond Mine
int diamondID = rmCreateObjectDef("diamond mine");
rmAddObjectDefItem(diamondID, "deREVMineDiamondBuildable", 1, 1.0);
rmAddObjectDefToClass(diamondID, classGold);
rmSetObjectDefMinDistance(diamondID, 0.0);
rmSetObjectDefMaxDistance(diamondID, 1000.0);
rmAddObjectDefConstraint(diamondID, avoidGoldShort);
if (rmGetPlayerTeam(i) == 1)
rmAddObjectDefConstraint(diamondID, stayPlateau4);
else
rmAddObjectDefConstraint(diamondID, stayPlateau2);
Re: vivid's DE maps
Wait they have to belong... To a player? Thats ridiculous lol. Maybe try my water flag code from guatemala that uses a "which area is closer" check. That might work. Otherwise im stumped
- vividlyplain
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Re: vivid's DE maps
Haha yeah and I unfortunately didn’t think to playtest it before releasing it. Oopsie!dansil92 wrote:Wait they have to belong... To a player? Thats ridiculous lol. Maybe try my water flag code from guatemala that uses a "which area is closer" check. That might work. Otherwise im stumped
I’ll look at that fancy water flag code of yours and try it. My first thought is it won’t work simply because the two locations are supposed to be the same distance but it’s worth checking out. Thanks.
Re: vivid's DE maps
i dont really understand why that complicates things all that much. you can place objects that require team placement by simply placing them with their 0 value as the playernum value. this can be done in a loop just like the tc.
for i < players
if playerteam = 1
place leftboob + i
else
plcae rightboob + i
placing inside the area location as dansil suggested would work fine if you replace 0 with i
if you cannot figure out the getplayerteam you can write your own function that detects which team the player is on by looking at their spawn coordinates (which is where you place their tc) and comparing that to a linear function that you use as the mirroring map. IE top central is if player(x) > .6, player(z) or whatever coordinate also > .6. This gives team 1 and otherwise team 2. etc. Tailor this to your specific needs for the map. This works along any axis of symmetry with a few sets of boolean logic.
obviously you'll also have to track which side you are putting team 1 on and mirror the boobs if you mirror the team placement
if this is still an issue later i will look at it when i have time to sit at a desk and review the map
for i < players
if playerteam = 1
place leftboob + i
else
plcae rightboob + i
placing inside the area location as dansil suggested would work fine if you replace 0 with i
if you cannot figure out the getplayerteam you can write your own function that detects which team the player is on by looking at their spawn coordinates (which is where you place their tc) and comparing that to a linear function that you use as the mirroring map. IE top central is if player(x) > .6, player(z) or whatever coordinate also > .6. This gives team 1 and otherwise team 2. etc. Tailor this to your specific needs for the map. This works along any axis of symmetry with a few sets of boolean logic.
obviously you'll also have to track which side you are putting team 1 on and mirror the boobs if you mirror the team placement
if this is still an issue later i will look at it when i have time to sit at a desk and review the map
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- vividlyplain
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Re: vivid's DE maps
Well, this is why you have a workshop and dansil and I just have a maps thread.Durokan wrote:i dont really understand why that complicates things all that much. you can place objects that require team placement by simply placing them with their 0 value as the playernum value. this can be done in a loop just like the tc.
if this is still an issue later i will look at it when i have time to sit at a desk and review the map
I’ll let you know what I can manage, thanks again for the help!
- vividlyplain
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Re: vivid's DE maps
Yes. In this image only blue can mine from the blue mine, blue ally from the green mine and the enemy mines are in red (one for purple, one for yellow). And I'm trying to get the red mines to spawn on the other mountain.Garja wrote:So, are those private mines?
- vividlyplain
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Re: vivid's DE maps
The design is to have 1 per player divided between the mountains. I did this quite easily, but the mines cannot be mined unless they belong to a player. So now I’m spawning them as starting objects for the players but trying to separate team mines.Garja wrote:Why is that tho, seems quite a funky idea.
Re: vivid's DE maps
Haha alright bet. Let me know what you can accomplish and ill try to help outvividlyplain wrote:Well, this is why you have a workshop and dansil and I just have a maps thread.Durokan wrote:i dont really understand why that complicates things all that much. you can place objects that require team placement by simply placing them with their 0 value as the playernum value. this can be done in a loop just like the tc.
if this is still an issue later i will look at it when i have time to sit at a desk and review the map
I’ll let you know what I can manage, thanks again for the help!
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- vividlyplain
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Re: vivid's DE maps
I'm tagging you in! I'm at a loss. I've attached the map in its current state.Durokan wrote:Haha alright bet. Let me know what you can accomplish and ill try to help outvividlyplain wrote:Well, this is why you have a workshop and dansil and I just have a maps thread.Durokan wrote:i dont really understand why that complicates things all that much. you can place objects that require team placement by simply placing them with their 0 value as the playernum value. this can be done in a loop just like the tc.
if this is still an issue later i will look at it when i have time to sit at a desk and review the map
I’ll let you know what I can manage, thanks again for the help!
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Re: vivid's DE maps
I'll look over it sometime in the next few days, busy with work and lecture at the moment
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