Re: The Dark Lord's multiplayer maps
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
And here's the code for being defeated:
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Of course that's just one way to write it, there are other ways too.
It would be interesting to allow player to have footmen along the way, but somehow forbid them to go into maps center (where AI troops spawn).
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Where is all this code coming from? Just curious. And also if you use the Mission editor could you make it be (ALL NORMAL PLAYERS ARE ALLIED TO YOU)
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Sorry if this is a very stupid comment, I am just a beginner and like to jump into things even if I look retarded and no one will like me
This code is a new dynamic scripting system we're making. It's far more powerful than the mission scripting you described because it is executed while the mission is running (based on certain events like the game updating, a player being defeated, etc.). There's also a lot more power, for example I can implement a "King of the Hill" map where the objective is to place a soldier on a certain tile (the hill) and leave him there for 5 minutes, while the other players try to stop him before the 5 minutes is up and put their own soldier there. The 5 minute count down timer can even be coded to be displayed live on-screen. (e.g. "Lewin is king of the hill! He will be victorious in 3:47").Where is all this code coming from? Just curious. And also if you use the Mission editor could you make it be (ALL NORMAL PLAYERS ARE ALLIED TO YOU)
(...)
Sorry if this is a very stupid comment, I am just a beginner and like to jump into things even if I look retarded and no one will like me
You are right in that a lot of tower defence could be implemented without the script, but there isn't actually a goal to say "you must protect only this tower", goal 6 includes the barracks and your soldiers so that wouldn't work. Also there's no way to give the player rewards (resources in his storehouse) after he defeats each wave. So basically the dynamic scripting means you can do a lot more with your mission and kind of makes the game moddable. You can get an idea of what is possible by looking at the list of commands on our wiki that I linked to on the last page of this thread.
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How could I get said script?
King Karolus Servant
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...now I have just one burning question: to be honest I don't want any grass on this map, which also means it's impossible to make stone mountains... would this be a problem for you?
King Karolus Servant
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Former Site Admin
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King Karolus Servant
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King Karolus Servant
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I've added Majestic Waters to the Remake. I changed the ruins to be owned by a new player (8) who is a "fixed AI" (always there and not shown in the lobby locations list), meaning the ruins will always be there even if nobody is using the spectator location.
I love the terrain on this map, the water flowing into the caverns and the waterfalls are my favourite bits Amazing work as always!
Did you update any of your other maps since r4179? If so let me know so I can download them.
And do you think Tower Defence will be finished for the official release in a few months? (depending on how RC testing goes) We'd love to include it, if you need any help with scripting just let us know. With all the new commands we've added it should be easier than when you first started.
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I'm very busy these days. To illustrate: yesterday I continued my work until 5 AM to reach a deadline. I hope I'll have more time in 2 weeks and then I'll probably find some time to work on it. I'll try to finish it before the next release, but testing it requires a lot of time. The main problem is that you have to know whether a wave is defeatable or not or if it is too easy. And once you got the first four waves right, and the fifth is too hard, you have to start with the first wave again... I guess I'll ask some players to help me testing it.
King Karolus Servant
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