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# 1 |
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Guest
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Map File Spec (BIG)
Heys Guyz
I found alots of things on hw2 mapping when i worked on my converter...and i think its time to share those infos ![]() i only added commands who are usefull in multplayer...for the single player youll have to wait until relic release the sdk.. Here the Doc version MapSpec.doc First the map structure: Map Descriptions and player infos DetermChunk() StartPosition, Asteroids, Neublae, Clouds, Dust Clouds and World Bounds end NonDetermChunk() Asteroids, Neublae, Clouds, Dust Clouds, Pebbles and Misc parameters end ill guess DetermChunk is where resource can be harvested and NonDetermChunk where you cant because you can add asteroids nebulae and clouds in both of them else i have no idea whats its change... for the map descriptions and the player infos i think an exemple is the best thing levelDesc = "Map01" maxPlayers = 2 player = {} player[0] = { id = 0, name = "Vaygr", resources = 1500, raceID = 1, startPos = 1, } player[1] = { id = 1, name = "Hiigaran", resources = 1500, raceID = 0, startPos = 1, } as you can see its self explain for this part Last edited by ZuiljiN : 8th Oct 03 at 5:11 PM. |
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# 2 |
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Guest
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Map Commands
? is for parameters i didnt tested or i dont know whats its do Starting Points addPoint("StartPosition", {PosX, PosZ, PosY}, {RotX, RotZ, RotY}) Defaults: addPoint("StartPos0", {0.0, 0.0, 0.0}, {0.0, 0.0, 0.0}) ; where StartPosition is StartPos0, StartPos1, StartPos2, StartPos3, StartPos4, StartPos5 ; PosX, PosZ, PosY are positions ; RotX, RotZ, RotY is rotation angle of the mothership Asteroids addAsteroid("AsteroidType", {PosX, PosZ, PosY}, RU, ?, ?, ?, ?) Defaults: addAsteroid("Asteroid_3", {0.0, 0.0, 0.0}, 0, 0, 0, 0, 0) ; where AsteroidType is Asteroid_1, Asteroid_2, Asteroid_3, or Asteroid_4 (Asteroid_1 are the smallest and Asteroid_4 are the big ones) ; PosX, PosZ, PosY are positions ; RU is the amount of RU Dust Clouds addDustCloud("?", "DustCloudType", {PosX, PosZ, PosY}, {R, G, B, ?}, ?, Size) Defaults: addDustCloud("polySurface1", "DustCloud_NoRes", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0) ; where ? is.... ; where DustCloudType is dustcloud_0, dustcloud_nores, dustcloud_nores2, dustcloud_nores2_m05, dustcloud_nores3, dustcloud_nores3_m05, dustcloud_nores_m05, dustcloud_nores_nocharge or dustcloud_teal ; PosX, PosZ, PosY are positions ; R, G, B is is the RGB code(0=0 1=255) ; ? i think its the RGB multiplier ; ? is... ; Size is the dust cloud size Clouds addCloud("?", "CloudType", {PosX, PosZ, PosY}, {R, G, B, ?}, ?, Size) Defaults: addCloud("polySurface1", "Cloud_NoRes", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0) ; where ? is.... ; where CloudType is cloud_0, cloud_nores, cloud_nores2, cloud_nores3 ; PosX, PosZ, PosY are positions ; R, G, B is is the RGB code(0=0 1=255) ; ? i think its the RGB multiplier ; ? is... ; Size is the cloud size Nebulae addNebula("?", "NebulaType", {PosX, PoxZ, PosY}, {R, G, B, ?}, ?, Size) Default: addNebula("Nebula4_OLD1", "M11_Bentusi_Radiation", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0) ; where ? is.... ; where NebulaType is m05_dustcloud_nebula, m05_nebualdustcloud_nores, m05_nebualdustcloud_nores2, m05_nebualdustcloud_nores3, m07_foundry_radiation, m08_nodamage_radiation, m11_bentusi_debris, m11_bentusi_radiation, mp_bentusi_radiation, nebula01_cream, nebula01_teal, nebula_0, nebula_hiding and radiation ; PosX, PosZ, PosY are positions ; R, G, B is is the RGB code(0=0 1=255) ; ? i think its the RGB multiplier ; ? is... ; Size is the nebula size World Bounds setWorldBoundsInner({PosX, PosZ, PosY}, {SizeX, SizeZ, SizeY}) Defaults: setWorldBoundsInner({0.0, 0.0, 0.0}, {0.0, 0.0, 0.0}) ; PosX, PosZ, PosY are positions ; SizeX, SizeZ, SizeY are bounds size Pebbles addPebble("PebbleType", {PosX, PosZ, PosY}, ?, ?, ?) Defaults: addPebble("Pebble_0", {0.0, 0.0, 0.0}, 0, 0, 0) ; where PebbleType is pebble_0, pebble_1, pebble_2, pebble_3 ; PosX, PosZ, PosY are positions Sensors Manager Camera setSensorsManagerCameraDistances(MinDistance, MaxDistance) Defaults: setSensorsManagerCameraDistances(0.0, 0.0) ; Maximum and minimum distance view in the sensors manager Background loadBackground("Background") Defaults: loadBackground("m01") ; where Background is black, white, m01, m02, m03, m04, m05, m06, m07, m08, m09, m10, m11, m12, m13, m14 or m15 Music setDefaultMusic("Music") Defaults: setDefaultMusic("Data:sound/music/ambient/amb_01") ; You got some choices here...amb_01, amb_02, amb_03, amb_04, amb_05, amb_06, amb_07, amb_08, amb_09, amb_10, amb_11, amb_12, amb_13 and amb_14 are in the ambient folder battle_01, battle_04, battle_04_alt, battle_06, battle_keeper, battle_movers, planet_killers, Battle_sajuuk and bentus_arrival in the battle folder Shadow Colour setLevelShadowColour(R, G, B, ?) Defaults: setLevelShadowColour(0, 0, 0, 1) ; R, G, B is the RGB code(0=0 1=255) Nebula, Cloud and Dust Cloud Ambient setDustCloudAmbient({R, G, B, ?}) Defaults: setDustCloudAmbient({0.0, 0.0, 0.0, 1}) setCloudAmbient({R, G, B, ?}) Defaults: setCloudAmbient({0.0, 0.0, 0.0, 1}) setNebulaAmbient({R, G, B, ?}) Defaults: setNebulaAmbient({0.0, 0.0, 0.0, 1}) ; R, G, B is the RGB code(0=0 1=255) Add Ships (Only Megaliths) NEW!! addSquadron("?", "ShipType", {PosX, PosZ, PosY}, PlayerNumber, {RotX, RotZ, RotY}, ?, ?) addSquadron("balcoragate", "meg_balcoragate", {0, 0, 0}, 0, {0, 0, 90}, 0, 0) ; ? i think its the SobGroup...usefull in single player only...for now use the same name of the megalith ; ShipType i added the list at the bottom ; PosX, PosZ, PosY are positions ; PlayerNumber -1=noone 0=first player etc.. ; RotX, RotZ, RotY is rotation angle of the megalith ; ? is.... ; ? is.... List of Megaliths meg_asteroid, meg_asteroidmp, meg_asteroid_nosubs meg_balcoragate, meg_bigred, meg_chimera, meg_dreadnaughtberth, meg_foundry, meg_foundrydebris_chunk1, meg_foundrydebris_chunk2, meg_foundrydebris_chunk3, meg_foundrydebris_chunk4, meg_foundrydebris_flake1, meg_foundrydebris_flake2, meg_foundrydebris_flake3, meg_foundrydebris_flake4, meg_gehenna_1, meg_gehenna_2, meg_gehenna_3, meg_gehenna_4, meg_gehenna_5, meg_gehenna_6, meg_gehenna_7, meg_tanis, meg_tanisstructure_medium, meg_tanisstructure_medium2 meg_bentus, meg_bentus_ruined, meg_bentus_ruins_core_1, meg_bentus_ruins_core_2, meg_bentus_ruins_core_3, meg_bentus_ruin_1, meg_bentus_ruin_10, meg_bentus_ruin_11, meg_bentus_ruin_2, meg_bentus_ruin_3, meg_bentus_ruin_4, meg_bentus_ruin_5, meg_bentus_ruin_6, meg_bentus_ruin_7, meg_bentus_ruin_8, meg_bentus_ruin_9 meg_misslefrigate, meg_progenitorpowermodule, meg_progenitorpowertrigger, meg_progenitorpowertrigger_noui, meg_sajhulknose, meg_sajhulknose_ui, meg_sajhulkpanels, meg_sajhulkpanels_ui, meg_sajhulkturret, meg_salvagecollector meg_veildebris_bit1, meg_veildebris_bit10, meg_veildebris_bit11, meg_veildebris_bit12, meg_veildebris_bit13, meg_veildebris_bit14, meg_veildebris_bit15, meg_veildebris_bit2, meg_veildebris_bit3, meg_veildebris_bit4, meg_veildebris_bit5, meg_veildebris_bit6, meg_veildebris_bit7, meg_veildebris_bit8, meg_veildebris_bit9, meg_veildebris_chunk1, meg_veildebris_chunk1_nd, meg_veildebris_chunk2, meg_veildebris_chunk2_nd, meg_veildebris_chunk3, meg_veildebris_chunk3_nd, meg_veildebris_chunk4, meg_veildebris_chunk4_nd, meg_veildebris_chunk5, meg_veildebris_chunk5_nd, meg_veildebris_chunk_lighthouse, meg_veildebris_flake1, meg_veildebris_flake10, meg_veildebris_flake2, meg_veildebris_flake3, meg_veildebris_flake4, meg_veildebris_flake5, meg_veildebris_flake6, meg_veildebris_flake7, meg_veildebris_flake8, meg_veildebris_flake9 Last edited by ZuiljiN : 10th Oct 03 at 8:38 PM. |
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# 7 |
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Guest
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Thanks for the documentation its fixed a few problems i've been trying to wrap my head around
![]() Theres an asteroid 5 as well which supports, 3 collectors. Asteroid 4 Supports 2 and asteroid 3 supports 1. I believe asteroid 1+2 are just for decoration. Just a few questions, whats the difference between Dustcloud, Clouds and nebula? |
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# 8 |
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Guest
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first your welcome
![]() i didnt tested custom maps on gamespy...i cant host game until they release the patch and for the dustclouds, clouds and nebulae the only thing a can say for now its the apparence and the nebulae can have radiations i didnt tested every models btw i you know whats blanks are or found some mistake..let me know ![]() Last edited by ZuiljiN : 9th Oct 03 at 9:30 AM. |
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# 9
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bones.. yes..
Join Date: Aug 2003
Location: At home. Procastrating.
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found inside slamoids 4P map - all credit goes to him
Megaliths addSquadron("meg_foundry", "meg_foundry", {0, 0, 0}, -1, {0, 0, 90}, 0, 0) addSquadron("meg_bigred", "meg_dreadnaughtberth", {0, 0, 0}, -1, {0, 0, 0}, 0, 0) -theBlind |
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# 10 |
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Guest
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Just a note for anyone interested [please feel free to confirm/deny this I'm not 100% sure myself] but if the dustcloud/nebula/cloud's PosZ is above 799 or below -799 the dustcloud no long appears on the Sensor manager as a selectable object in terms of moving units into the cloud. The Cloud still exists and acts as a normal dustcloud.
Examples, A) A) PosZ is set to 300. B) PosZ is set to 600, note the smaller selectable area. C) PosZ is set to 900. Not selectable on the Sensor manager anymore, still acts as a dustcloud. |
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# 11 |
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Guest
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thx Thought for the clarifications
![]() TheBlind i forgot to add megaliths and wrecks...ill add the complete list tonight (around 30) if my memory is good...im at work so i dont have hw2 here ![]() Mem if you talk about the red circle its only append when something go through the map plane...its the same thing with asteroids and ships...but the color are different Last edited by ZuiljiN : 10th Oct 03 at 7:51 AM. |
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# 15 |
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Guest
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Heres another one similar to addAsteroid.
addSalvage("salvage type", {PosX, PosZ, PosY}, RU, 0, 0, 0, 0) Default: addSalvage("Slv_Chunk_Lrg05", {-364, 763, 12650}, 100, 0, 0, 0, 0) ; where SalvageType is Container, Slv_Chunk_Lrg01 > Slv_Chunk_Lrg05 [maybe higher will test and edit later] ,Slv_Chunk_Sml01 > Slv_Chunk_Sml08 ; PosX, PosZ, PosY are positions ; RU is the amount of RU |
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# 17 |
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Guest
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zbobet2012 i dont know if its in meter didnt tested it...for the second question when you add megalith or ships you can choose the side you want...so you only need to put some neutral vaygr gate and players can capture them or you can make some for each side...i can add the complete list of ships if you want and for the last question i didnt worked on the map scripts yet
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# 24
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Devil's Advocate
Join Date: Feb 2004
Location: CA, USA
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When in doubt, try it out...
I believe this has been asked before, and from what I remember: If you assign the squadron to an enemy team, they will attack you. I don't think you can create non-player enemy ships (ie AI-controlled ships that lounge around until you run into them.) But I could be wrong. Try searching the forums for a more complete answer. |
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