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Thread: [MMH5.5] Mapmaking, Scripting & Console Commands | This thread is pages long: 1 2 3 4 · «PREV |
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted May 02, 2019 05:40 PM |
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It is not about interference with mmh55, but compatibility with 3.1j instead of 3.1
script functions between the ----- lines in this post don't work:
http://heroescommunity.com/viewthread.php3?TID=23668&PID=1378234#focus
and yes, using a new day trigger can cause bugs, because scripts cannot recover from a performance related crash during AI turns, you can use instead:
H55_NewDayTrigger = 1;
function H55_TriggerDaily()
--put stuff that needs to happen daily here
end;
but then your map is only compatible with h55
Any map that has no new day triggers or not-working functions is already compatible with h55.
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dredknight

    
     
Honorable
Legendary Hero
disrupting the moding industry
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posted July 09, 2019 10:12 AM |
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Hello Magno,
There is an issue with the Mapeditor that does not come from the ARMG but I believe it is fixable.
Creating an ARMG map works just fine unless you want to setup teams.
Here is an example - you make a map for 6 players.
- If no teams are set you go in the game lobby and you see 6 players.
- If teams are set (for example 2 teams in 3v3) and you go in the lobby you see 8 players. Where player 7 and 8 are random and cannot be disabled. As soon as you try to edit something on them the game crashes.
The reason why this happens is the following:
In the map file map.xdb, on the very bottom of it is where global map settings are defined (player number, winning conditions, rewards etc..) there is one variable based on which the game knows if teams are enabled or not:
<CustomTeams>true</CustomTeams> - teams are ON
<CustomTeams>false</CustomTeams> - teams are OFF
When teams are ON the game starts using variable called <Team>0</Team> where the number defines the team. Usually the 6 player map should be something like this:
Player 1 - <Team>0</Team>
Player 2 - <Team>0</Team>
Player 3 - <Team>0</Team>
Player 4 - <Team>1</Team>
Player 5 - <Team>1</Team>
Player 6 - <Team>1</Team>
But when you open an ARMG map.xdb that is for 6 players you see something like this:
Player 1 - <Team>0</Team>
Player 2 - <Team>0</Team>
Player 3 - <Team>0</Team>
Player 4 - <Team>1</Team>
Player 5 - <Team>1</Team>
Player 6 - <Team>1</Team>
Player 7 - <Team>-1</Team>
Player 8 - <Team>-1</Team>
Basically the number of players is always 8 for team and non team maps, but from Team disabled maps players with Team value set to -1 are not shown. While for Team maps players with value -1 are shown and when you start the game they are playing as normal AIs.
I managed to fix this for team maps by removing entries for player 7 and 8, as well as objectives for them and awards.
My question is can it done in the ARMG scripts itself?
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