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Horse-Pike-Sword
PostPosted: 25 Sep 2013, 20:45
by Jeronimo
How to make an enjoyable battle map for 8 players in XS map (48x48)?
Nothing is impossible!! Combining "rock-paper-scissors" formula, extremely tight space, and units with low bar (8 minutes), we get this battlefield where micromanagement and reaction speed are everything you need to be victorious. 100% challenge: When the 8 are fully playing, any missclick dooms your selected unit.
I wanted to load it and take a screenshot... but I couldn't... It's too scary to be honest.
EDIT: Final Version.
Re: Horse-Pike-Sword
PostPosted: 26 Sep 2013, 14:58
by Skypper
Crazy idea, i like it
Re: Horse-Pike-Sword
PostPosted: 26 Sep 2013, 18:14
by Jeronimo
I have already played this map with some people at TeamSpeak.
It's quite fun: Everything starts as a chaotic disorder but after first minutes you start seeing small squads of survivors... and the faster player is usually the one with bigger army at final battle (which takes place when everyone is starving to death "skull icon"). Recommended for improving your micro/reaction skills.
Re: Horse-Pike-Sword
PostPosted: 29 Nov 2013, 12:23
by andreus
Hey Jero, as we discussed, I made
a script which disables this crazy "GROUP IS HUNGRY!!!!!" trumpet
Before: 72 messages at once and crazy sound
After: silence
Re: Horse-Pike-Sword
PostPosted: 29 Nov 2013, 18:38
by Jeronimo
Wow man! Super thanks!
I'll add your name to the credits.
Now this battle map will be less annoying, more enjoyable.
No more ear-raping trumpets.
Re: Horse-Pike-Sword
PostPosted: 29 Nov 2013, 20:11
by andreus
np
I can send you new script., it uses something like this:
- Code:
for I := 0 to 7 do
Groups := States.PlayerGetAllGroups(I);
for J := 0 to Length(Groups) - 1 do
Actions.GroupDisableHungryMessage(Groups[J], True);
Re: Horse-Pike-Sword
PostPosted: 30 Nov 2013, 00:24
by Lewin
np
I can send you new script., it uses something like this:
- Code:
for I := 0 to 7 do
Groups := States.PlayerGetAllGroups(I);
for J := 0 to Length(Groups) - 1 do
Actions.GroupDisableHungryMessage(Groups[J], True);
That won't work, it needs to be:
- Code:
for I := 0 to 7 do
begin
Groups := States.PlayerGetAllGroups(I);
for J := 0 to Length(Groups) - 1 do
Actions.GroupDisableHungryMessage(Groups[J], True);
end;
Re: Horse-Pike-Sword
PostPosted: 03 Dec 2013, 20:17
by Jeronimo
I added the array of Integer (Groups), and Integer (J).
I think I'm almost done but don't know how to sort out this obstacle... The identifier is not recognized as you can read.
How did andreus get this script working then (as shown in his picture above)? Maybe I must update ScriptValidator? (downloads)
Re: Horse-Pike-Sword
PostPosted: 03 Dec 2013, 20:30
by pawel95
Hey Jero. You tested that script in the Remake or only with the validator? (with x3 testing is fast and easy) (Because I´m not sure if the validator is updated at every nighty build, so it´s possible the validator doesn´t know that "command" but the Nigthly knows it already) XD.
Make sure you use at least r5971
Re: Horse-Pike-Sword
PostPosted: 03 Dec 2013, 20:59
by andreus
at least r5976
Re: Horse-Pike-Sword
PostPosted: 03 Dec 2013, 21:26
by pawel95
at least r5976
LoL your screenshot is from r5971 thats why I thought, but nvm get just the newest version Jero
Re: Horse-Pike-Sword
PostPosted: 04 Dec 2013, 00:50
by Lewin
No I haven't been including the script validator in the nightly builds (so you'd still have the old r5503 one). I'll include it in the next one
Re: Horse-Pike-Sword
PostPosted: 04 Dec 2013, 13:23
by Jeronimo
No I haven't been including the script validator in the nightly builds (so you'd still have the old r5503 one). I'll include it in the next one
Nice, now I see. Thanks for aclarations. I must wait to have next updated script validator...
Still this interesting doubt: the new script validated with r5971-6, would make the Map compatible to play with old remake r5503? (or only with +r5971 versions?)
Re: Horse-Pike-Sword
PostPosted: 04 Dec 2013, 13:29
by Krom
@Jeronimo: Yes, if you haven't used any of r5503+ commands in your scripts.
Re: Horse-Pike-Sword
PostPosted: 04 Dec 2013, 17:59
by sado1
@Jeronimo: Yes, if you haven't used any of r5503+ commands in your scripts.
No. Jeronimo thinks that the validator compiles the map, so a newer validator will make a script incompatible with 5503, compatible with it. That is obviously not true. Validator solves the purpose of checking if script has no errors, that's all.
(well what you said is true, but that little "yes" in the beginning of your post is a bit misleading)