Author Topic: ladders and gate's in siege  (Read 3205 times)

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Offline Torak

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Re: ladders and gate's in siege
« Reply #15 on: February 10, 2011, 12:52:07 am »
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yes i know i have done al i have to do (i think) but the script file dosent make any sense i donät know what to add in it.

Maybe you can tell me waht to add to the diffrent files?

This one is from scenes the "code"
"scn_castle_36_exterior castle_36_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013007b2630005695c00001ebe0000028e00007e3 7
  0
  0
 outer_terrain_plain"
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Offline Airith

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Re: ladders and gate's in siege
« Reply #16 on: February 10, 2011, 06:48:44 am »
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If you're doing it the dirty way, with the .txt files, then you don't need to (well actually you can't) edit the scripts.txt file. It's written in warband code, random numbers afaik.
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Offline Kong Ming

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Re: ladders and gate's in siege
« Reply #17 on: February 10, 2011, 09:31:59 am »
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Torak, if you happened to use my guide/download to start editing maps then you don't need to do this step.  If you didn't, you should, and then I can tell you how to get your map transferred to it.  Just let me know.
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Offline Torak

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Re: ladders and gate's in siege
« Reply #18 on: February 10, 2011, 05:01:15 pm »
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I used the editor that came withe the game i did not download anything so how do i test the map?.

I know how to get the map out and send it to pepole so they can put it in there singelplayer
« Last Edit: February 10, 2011, 06:18:12 pm by Torak »
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Offline Kong Ming

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Re: ladders and gate's in siege
« Reply #19 on: February 10, 2011, 07:21:09 pm »
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Ah, okay.  Here's my suggestion:

1.  First, go to my guide at this link and follow the instructions for "Setup" and "Adding the Scenes":  http://forum.c-rpg.net/index.php/topic,1385.0.html

2.  Then, once you've made that module, place a copy of your map's .sco file into that new module's SceneObj folder.  Rename this copied .sco file "my_scene_20.sco" (assuming your map is a siege map.  if it's battle, call it "my_scene_1.sco" instead)

3.  Next, open the strings.txt file in the new module, do a search for "my_scene_20" (or 1, depending on what you called it).  Then in that listing, replace the terrain code with the terrain code you used for your map.  My guide has a section on "Terrain Code" if you need more help with this step.

4.  After you've done those two adjustments, you should be able to run that new module, host a multiplayer game, and run map #20 to see your new map (or #1 if it was battle instead of siege.)  Ta Da!!


NOTE:  The whole 1 and 20 thing is because these mod files I made add 20 blank maps that you can edit in multiplayer directly.  However maps 1-15 are set up specifically for battle/deathmatch and maps 16-20 are reserved specifically for siege.  So you can use whatever number you please ultimately, as long as the .sco and the scenes.txt entry are the same number.

It may feel like a bit of work up front, but once you've done all this, any time you want to start editing a new map, you can just host a multiplayer game in the new module and pick one of these 20 scenes to start editing immediately and playtest.

Let me know if you have any questions!
« Last Edit: February 10, 2011, 07:23:27 pm by Kong Ming »
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Offline Torak

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Re: ladders and gate's in siege
« Reply #20 on: February 11, 2011, 02:41:15 am »
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ok i will test this tanks :)
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Offline Torak

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Re: ladders and gate's in siege
« Reply #21 on: February 11, 2011, 04:55:16 pm »
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ok the thing is that i alredy have a map made and i don't want to remake the map it takes to long and will not be the same
« Last Edit: February 11, 2011, 04:57:59 pm by Torak »
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Offline Kong Ming

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Re: ladders and gate's in siege
« Reply #22 on: February 11, 2011, 06:35:07 pm »
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If you follow all of my instructions, this should copy your map to the new module so you don't have to remake it.
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Offline Torak

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Re: ladders and gate's in siege
« Reply #23 on: February 11, 2011, 08:51:11 pm »
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ok ihave tried this way now but i can't get the map up can't you make a video about how to mae this becuas this is not clear to me you only wright half of it  "3.  Next, open the strings.txt file in the new module, do a search for "my_scene_20" (or 1, depending on what you called it).  Then in that listing, replace the terrain code with the terrain code you used for your map.  My guide has a section on "Terrain Code" if you need more help with this step."

Do i replace "str_my_scene_20 My_Scene_#20" with 0x000000013007b2630005695c00001ebe0000028e00007e37 if so it dosent work at al and i have tried sevral ways but nothing works
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Offline Kong Ming

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Re: ladders and gate's in siege
« Reply #24 on: February 11, 2011, 09:58:28 pm »
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Ack, I misspoke.  It's the entry in scenes.txt NOT strings.txt.  I apologize.

You should see this entry in "scenes.txt":

scn_my_scene_20 my_scene_20 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000002200005000005f57b00005885000046bd00006d9c
  0
  0
 outer_terrain_plain


The terrain code for the map you made should replace the section I've put in bold.

Your strings.txt entry should just look like this:

str_my_scene_20 My_Scene_#20


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Offline Torak

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Re: ladders and gate's in siege
« Reply #25 on: February 11, 2011, 10:54:53 pm »
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o i made it work now :) but i keept my org name

btw do this map work on crpg??

Thanks 4 the help :)
« Last Edit: February 11, 2011, 11:35:07 pm by Torak »
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Offline Kong Ming

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Re: ladders and gate's in siege
« Reply #26 on: February 11, 2011, 11:56:14 pm »
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yeah, crpg doesn't require anything special, it should be fine.  Glad to hear it's working!
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Offline Torak

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Re: ladders and gate's in siege
« Reply #27 on: February 12, 2011, 01:12:00 am »
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yes me 2 and i have you to thank without you i would not made it :)

you can check it out if you want its up now in finished maps :) but ther is somethin taht i don't show in the pic's and that is the secret of the map ;)
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