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How To 1. Control Metal and 2.create spawn rectangles in maps

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9 years ago
Hello Everyone, I have two quesitons in regards to creating maps.
1. I don't get how you guys control the amount of metal each metal spots produce.
2. How to create default spawning rectangles (for placing commanders) in maps so you wouldn't have to type "!split v 25" every game.

1.I guess the metal spots production is controlled by the amount color (rgb values) in the metal map. Shamean told me to use red while the spring map editor uses green. I tried both methods. (Sorry Shaman) However, red didn't work out for me. Green worked fine.

Another factor is supposed to be located in the mapinfo.lua. The maxmetal, and extractor radius options.

Lets look at an example:
In my new map WallMaria "http://springfiles.com/spring/spring-maps/wall-maria"
see metal map at the above link
I declared " maxMetal = 12,"
and " extractorRadius = 50.0,"
I set the metal spots to very very green (255 green value).

When I played the map in game, I ended up with 88 metals per metal spot!!!


Creating default rectangles didn't even work for me (I tried using some randome numbers of myown and I tried the defaults from the blueprint).

The following code is the default one... It didn't work at all.

teams = {
[0]

{startPos

{x

2033, z

852}},
[1]

{startPos

{x

10134, z

852}},
[2]

{startPos

{x

0, z

0}},
[3]

{startPos

{x

0, z

0}},
},

PLEASE tell me what am I doing wrong here. Thanks in advance
+0 / -0


9 years ago
Controlling metal is best done by using a metalspot lua file. I can't remember the exact format at the moment, but if you grab Iced Coffee that uses the metalspot Lua.

The start boxes are actually a lobby command (it's a weird historical thing), which are set up to be automatically triggered on map load by an admin.
+0 / -0


9 years ago
quote:
Controlling metal is best done by using a metalspot lua file. I can't remember the exact format at the moment, but if you grab Iced Coffee that uses the metalspot Lua.



Do I detect a possibility of a randomly generated map? :O

If only we could make multiple textures avaliable...
+1 / -0
quote:
randomly generated map

Every interesting idea you have, zwzsg probably implemented ages ago.

Or someone else.

quote:
make multiple textures avaliable

Doable too (but probably ultratedious and taxing performance-wise).
+1 / -0
9 years ago
1)
quote:
I declared " maxMetal = 12,"
and " extractorRadius = 50.0,"
I set the metal spots to very very green (255 green value).

When I played the map in game, I ended up with 88 metals per metal spot!!!
Tweak the value of maxMetal until you get desired result.

Put larger extractorRadius so that games which uses non-Lua-eco work better.
Otherwise multiple mexes are needed to cover one spot:
red ring = extractorRadiuss

Try:
maxMetal = 0.2
extractorRadius = 150
This gave 1.8 metal per spot in XTA, did not try zK but should work too.
(zk only works from lobby for me)
The Lua-metal-bla is an option too, but just fiddling with those two values will work.


2)
quote:
2. How to create default spawning rectangles (for placing commanders) in maps so you wouldn't have to type "!split v 25" every game.
Impossible via map. Ask admin to set boxes for your map.

The startPos-table that you set in mapinfo.lua is for something else:
[Spoiler]

Do not pack as solid archive, it makes archive scanning take longer.
+0 / -0


9 years ago
quote:
Doable too (but probably ultratedious and taxing performance-wise).

It is possible to write a procedural texturizer in Lua. Just pick between a set textures based on slope and altitude. Provide multiple sets to make map look different during different times of year.
+1 / -0