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Post by M0nTy_PyTh0n on Nov 29, 2005 21:50:19 GMT -5
Please post all your questions about custom random maps for AOE3 here!
I will answer as soon as possible and will add it to the upcoming HS FAQ section. Thank you!
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Post by marvin on Mar 9, 2007 6:02:50 GMT -5
Hello, M0nTy_PyTh0n...
I have been following one of your guides for making Texas Winter and now I have construated a map I called Sunny Days and Unrealistic Map. But were shall I put those maps to make them playable like custom maps in skirmish mode? When I put the files into a folder called RM2, I can load them in scenario editor. I use the war chiefs.
PS. Could you maybe check out your Sticky:Custom Map Tutorial & FAQs [Pages: 1 2 .. 4 5] thread at agecommunity?
PPS. Thanks
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Post by M0nTy_PyTh0n on Mar 9, 2007 22:31:24 GMT -5
Hello, you are in the AOE3 forum cathegory, so I guess you ask for an AOE3 question. for AOE3 there is no rm2 folder (maybe for AOE3 WC - I do not have it). All other infos you find under "HOW TO CREATE MAP FILES" in my AOE3 RMS Tutorial. Regards, M0nTy_PyTh0n.
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Post by marvin on Mar 10, 2007 11:33:11 GMT -5
Ok... I'll start from the beginning:
First I followed your RMS tutorial for AoE3. ( note: I have two folders in both program files and my documents: RM and RM2 I think the RM2 folder comes with The War Chiefs.) I went to C: Program files-blah-blah Age of Empires 3. I found the folder RM2 and copied the Texas files. ( Note: I have checked and I see that the files in RM and RM2 in program files has no difference.) I pasted the copied Texas files into a folder on my desctop that I have named Safe Keeping AoE3TWC. I renamed the copied and pasted files to Texas Winter. Then I did thoose changes your tutorial wanted me to do. After all that stuff I put my Texas Winter files into the RM2 folder in program files. But your tutorial said that I had to put them into my documents my games ... aoe3 RM. So I moved them over there. Your tutorial said that I now would be able to play my map in skirmish mode by clicking on the custom map "button" in skirmish. (note: I have seen that "button many times before and I knew and know where it is.) When I clicked on it, it says: You have no custom maps loaded. Disabling the custom map "toggle" or something like that. I expirimented for many days and now I have found out that when I have the Texas Winter files in the folder RM2 located in program files aoe3, I can load them in scenario. I click new. I change it from blanc map to Texas Winter. And click generate. And I see my texas winter map. But I want to play it in skirmish! (Another note: I also made that new shortcut for Age of Empires. But I made a new shortcut for age of empires 3 the warchiefs. I woulden't think that does matter.)
Thank you...
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oboro
New Member
Posts: 2
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Post by oboro on Jan 17, 2008 22:56:03 GMT -5
Hi, I have tried to make a 3v3 observer mode map from a ready made H2H TAD map.
The problem is that I don't seem to get the gaia player part right. When the map is constructed, the script successfully removes the gaia TC, but the area, which is supposed to be for the gaia player, is still included in the entire map.
I know it is not a good idea to use someones script to make another, but since I have no time to write from the biggining, I hope you could help me with making observer mode maps.
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Post by nottud on Jan 22, 2008 11:34:44 GMT -5
If you are using a loop, try starting from 1 rather than 0?
e.g.
for(i = 1; <= PLAYERNUMBER){
and not
for(i = 0; <= PLAYERNUMBER){
Does this help?
Also - the areas are often placed seperately to the code that places the TCs so try a different section of coding rather than the TC placement.
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oboro
New Member
Posts: 2
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Post by oboro on Feb 3, 2008 10:44:29 GMT -5
Thanks for the reply.
I could remove those areas by setting 7th and 8th players out of the range of a map by using rmPlacePlayer before calling any of the players.
Although doing this, I found another problem, that certain maps can be successfully created, but the games do not start unless observers (player 7 and 8) completely quit the games. This also occurs with the original H2H maps too. I compared the original RMS files with new ones and made them as closer as possible to the original ones apart from the non-gaia player part. Do you think this is anything to do with the scripts added or changed?
Well, it is much easier, if I can give you the RMS files.
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Post by thelegend445 on Jan 20, 2010 17:26:13 GMT -5
i have followed your tutorial on you website hyenastudios.mugamo.com/aoe3rmstutorial.htm#0 which is excellent but when i try and add a object or trigger and have dont it wrong it will ope the debugger but it will not run so i can not see where it is going wrong i am using AOE3
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Post by michel on Feb 14, 2010 17:46:14 GMT -5
Hello to all. To abort me presente. I am French . The questions I ask are translated by Google. I would, if possible sentences costs do not affect translation. I do not find answers on the French forums. I have questions about the debug xs.AOE3. Am I on the right forum?. Otherwise, why do not you give me the march forward. Thank you in advance. Claude
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Post by M0nTy_PyTh0n on Feb 18, 2010 22:18:08 GMT -5
Hello thelegend445 and michel! Thanks for posting in my forum. Unfortunately I am currently not regularly active in this forum. About your questions for the AOE3 xs-debugger: Again, unfortunately, I have not played and installed AOE3 for a longer time, so I do not know if there are new updates out for that game. But ... I want to give you some hints which might help. Before, please note that triggers are the most often reasons for a debugger failure, because triggers can get very complex. Try to follow these rules for creating you own RMS for AOE3:1. First create your main terrain without triggers and add only the most neccessary items like 'starting settlement' or similar to your map, then run the debugger - it should work. If not, ... 2. Study an existing RMS which works and has the features you want to add to your own RMS. You should learn to understand at least one working RMS completely before you continue. This is the way I have learned it, with the help of the standard EnsembleStudios RM scripts. 3. Make only one complete change - one change for one player or for all players or just for the terrain - to your map and debugger it. If it doesn't run, try to simplify your changes. 4. Make sure you place objects to a place where they fit. That means, e.g., you cannot place land units and objects on water. For this you can create 'classes' during the terrain building and then can make 'class constraints', so you can later 'tell' the objects to appear in that proper 'class' area. It is very important to know what a 'class' is! It can be a unit, an area, a sum of areas, land, water, and many many more. 5. Do not hesitate to ask the guys in the aoe3.heavengames.com forum for additional help. I hope I could help you a bit. Regards, M0nTy_PyTh0n.
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Post by michel on Feb 22, 2010 10:54:03 GMT -5
Hello M0nTy_PyTh0n.
Thank you for your reply. My problem is mainly on the command line debugger. Example: 1) I take any card AOE3 type XS, say Amazonia.xs. 2) I delete the breakpoint of the last line 3) I load in the editor. At this level, of course, the debugger shows me an error. 4) I place on the last line of the file with the cursor, the # line turns red, but 5) I absolutely can not add breakpoint missing in the same debug window by pressing "add a breakpoint. Question! Can I edit a file directemment in the debug window? Where to find the command line?
Best regards MICHEL.c
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Post by M0nTy_PyTh0n on Feb 23, 2010 23:22:22 GMT -5
Hello again michel,
Have you copied and renamed the rms files you have changed to your rms folder in your custom rms directory? Make sure you rename both xs and the xml file you want to change, then change it.
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