| Author | Message | 
        
			| Dobb 
					Joined: Sun Jul 05, 2009 7:24 pm
 Posts: 8
   |   Setting Spawn/Drop AreaHi, I'm very new to this mapmaking, so I made a map, I place all these stuff, now I want to set a specific area for the AI to drop their stuff, and also a specific spot to drop my stuff. How do I go about doing that? Is it in Area editor?
 A step by step workabout will be very appreciated.
 
 And a little question still, how do I set the dimension of a map? As in the size without using an existing map. I pretty much want a custom one.
 
 Cheers.
 
 
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			| Sun Jul 05, 2009 7:29 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Setting Spawn/Drop AreaDobb wrote: I want to set a specific area for the AI to drop their stuff, and also a specific spot to drop my stuff...
 how do I set the dimension of a map?
To set a custom drop area and drops, you need to do a little bit of Lua. Check the Maginot mission .lua file for how to do it. You set the dimensions of a map, and the appearance of the terrain, by editing a .bmp. You will see a few of them in the missions.rte folder if you poke around.
 
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			| Sun Jul 05, 2009 8:57 pm | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: Setting Spawn/Drop AreaDrop areas can be defined in the Area Editor as "LZ Team 1" (for red) and "LZ Team 2" (for green). 
 
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			| Sun Jul 05, 2009 9:06 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: Setting Spawn/Drop AreaBtw, was it that the landing areas dont work in skirmish? 
 
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			| Mon Jul 06, 2009 9:21 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Setting Spawn/Drop AreaGo start a skirmish match.
 Open the console.
 
 ERROR LZ TEAM 1 NOT DEFINED
 ERROR LZ TEAM 2 NOT DEFINED
 
 p sure it's checking for them
 
 
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			| Mon Jul 06, 2009 6:29 pm | 
					
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			| Dobb 
					Joined: Sun Jul 05, 2009 7:24 pm
 Posts: 8
   |   Re: Setting Spawn/Drop AreaI actually managed to change the drop area, but for some reason, only mine seems to work, the AI still manages to spawn anywhere. And I already changes the LZ Team 1 and LZ Team 2 thing.
 Any ideas or ways to make it so the AI will just spawn on the left side of the map instead of in my base?
 
 
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			| Fri Jul 17, 2009 9:40 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Setting Spawn/Drop AreaWell you could just iterate through all actors and then if they're --oh look here I'll do it if that isn't working.
 self.checkbox = Box(Vector(0,0),Vector(SceneMan.SceneWidth / 2,1));
 for actor in MovableMan.Actors do
 if actor.ClassName == "ACRocket" or actor.ClassName == "ACDropShip" then
 if actor.Pos.X < SceneMan.SceneWidth / 2 then
 actor.Pos.X = self.checkbox:GetRandomPoint();
 end
 end
 end
 
 Stick that in update and it'll automatically remove actors past the right half of the screen and move them to a random point on the left.
 
 
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			| Sat Jul 18, 2009 12:23 am | 
					
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			| Dobb 
					Joined: Sun Jul 05, 2009 7:24 pm
 Posts: 8
   |   Re: Setting Spawn/Drop AreaMay I know where to insert that lua? The map I'm creating is a Skirmish map, I got a feeling I need to convert it to a mission to make it work,is that so? Or does it work for skirmish too? 
 
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			| Sat Jul 18, 2009 5:56 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Setting Spawn/Drop AreaOh, well for a skirmish map I'd suggest this:
 make an invisible, unhittable particle and embed it somewhere in the air on the scene. Then give it infinite lifetime, and then do ScriptPath = whatever.rte/<filename>.lua
 
 Then make a lua file with these exact contents (replace [] with a tab):
 
 function Update(self)
 []self.ToSettle = false;
 []self.ToDelete = false;
 []self.checkbox = Box(Vector(0,0),Vector(SceneMan.SceneWidth / 2,1));
 []for actor in MovableMan.Actors do
 [][]if actor.ClassName == "ACRocket" or actor.ClassName == "ACDropShip" then
 [][][]if actor.Pos.X < SceneMan.SceneWidth / 2 then
 [][][][]actor.Pos.X = self.checkbox:GetRandomPoint();
 [][][]end
 [][]end
 []end
 end
 
 
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			| Sat Jul 18, 2009 7:10 am | 
					
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			| Dobb 
					Joined: Sun Jul 05, 2009 7:24 pm
 Posts: 8
   |   Re: Setting Spawn/Drop AreaHow do I give the particle an infinite lifetime? Also, where do I insert my ScriptPath to? Index.ini? 
 
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			| Sat Jul 18, 2009 10:10 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Setting Spawn/Drop AreaAddAmmo = MOPixelCopyOf = Grenade Fragment Gray
 LifeTime = 0
 HitsMOs = 0
 ScriptPath = Your.rte/Luafile.lua
 
 and then the lua file itself will take care of keeping it 100% non-disappearing.
 
 To place it into the scene just use AddSceneObject and put it at 0,0, or even offscreen.
 
 
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			| Sat Jul 18, 2009 5:10 pm | 
					
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			| Fribox 
					Joined: Tue Jul 14, 2009 1:24 pm
 Posts: 48
   |   Re: Setting Spawn/Drop Areawell i came here to see what the topic was all about and i learned something.:/
 in the .rte that you placed your map make a .lua and paste your code in there
 but the MOpixel goes into a .ini if im not mistaken.
 
 
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			| Tue Jul 21, 2009 6:09 pm | 
					
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			| Seraph Moderator Hero 
					Joined: Sun Dec 24, 2006 11:28 pm
 Posts: 868
 Location: London Server
   |   Re: Setting Spawn/Drop AreaOkay, Grif, as you can see has a rather advanced grasp of modifying CC - kindly do not chime in afterwards with a snarky response, if anything it makes you look dumb. 
 
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			| Wed Jul 22, 2009 7:49 am | 
					
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