[ian-reeds-games] Re: some questions regarding map creation

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 21 Dec 2012 14:05:35 -0500

Lol, that is pretty neat, actually. 
Just remember splash has range as well as an effects ability. Good luck on that.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: hadi 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Friday, December 21, 2012 1:39 PM
  Subject: [ian-reeds-games] Re: some questions regarding map creation


  well, it's about a guy called Robert and his friends (a gang) raiding a drug 
dealer's  boss building.
  Robert himself is a rifleman, there is Erich which is a sniper but since this 
first one is a close combat he picked up a shotgun, tom holds a sub Machinegun 
and simon is a medic.
  player starts at the bottom of he map (their car) and should raid the  
building and kill that guy. i'm consediring to  build a main exits with full of 
boddyguards, and some backdoors as well. but i'm still on points/skills/effects.
  i just forgot how to add splash damage to the grenade skill...
  gonna read the user guide again methink


  On 12/21/2012 10:07 PM, Allan Thompson wrote:

    Hmmm...I think everyone is diffrent when it comes to building their own map 
pack.
    Normally I consider what points I will need. It usually ends up being 
something similar to actions, movement, and some points for timers, others for 
ammunition of various sorts.
    So I usually hit points, then default units flags and default structure 
flags first. I usually change the author  file right away too, and if I copyed 
an existing map pack, like the getting started, I will change the names of the 
maps just so I don't get them confused. I stupidly did that once, working on 
the getting started maps Ian wrote, thinking I was on mine, lol. 

    Anyway, after points and the defaults, I go right to units and start making 
one or two, usually a good guy anda  bad guy, so I can stick them on a blank 
map to do testing of skills and effects.

    I usually end up thinking of more skills then when I began, so I add the 
skills into the units, then hit the skills folder and start making them. What 
is nice about TB is that  it tells you if skills are missing and things of that 
nature so you can go back and do them or fix them if there is typos, which for 
me is alot.

    then it is piecemeal from there. Sometimes I gather sounds first and plug 
them in, as well as music, and sometimes I wait till I have done most 
everything. I guess it all depends on  what sounds I have comapred to what 
souns I have to look for.

    What is your map pack going to be about? You mentioned an ambush scenario...

    al   
    "The truth will set you free"
    Jesus Christ of Nazareth 33A.D.
      ----- Original Message ----- 
      From: hadi 
      To: ian-reeds-games@xxxxxxxxxxxxx 
      Sent: Friday, December 21, 2012 1:02 PM
      Subject: [ian-reeds-games] Re: some questions regarding map creation


      oh it's ok it's not your fault.
      i will consider the scenario that those guys know that  they are under 
attack, so we've got  so little time to  make a plan.
      about the coordination, i'm littelry the worste at math, just was 
wondering that.
      anyway, since while we are at it, any ideas that  what files should i 
start with?
      any advise regarding that?
      i started from damages, effects, and now i think points are done as well. 
now i should move to skills maybe.
      On 12/21/2012 9:32 PM, Allan Thompson wrote:

        I am sorry, that was probably very confusing. Ian taught me that trick 
and I had to take a while to get my own brain around that one, lol.
         My only other suggestion then, is to maket he map  longer or wider 
depending on the movement rate of the enemy units and time you want your guys 
to assemble. So, for example if you want your guys to ahve 3 extra rounds, 
calculate how many rounds it would take your enemies to get to an attack 
position. That way you can have the time to get situated, while the computer 
units are  charging your position. You would have to sit thru the enemy 
movement, but you can blow thru that by pressing or holding down the control 
key uhntil the bad guys are in range to make contact.

        Honestly, I never heard that particular coordinate system before, lol. 
It is up to Ian since he made the game, but even in college I recall 
coordinates always starting at the top left corner and then moving  up the 
number line as X goes right, and Y goes down. I am not argueing the merit of 
it, just saying what little I recall from math class, grin.
        I hope that suggestion helps you. Just in case, cause I don't know how 
much you know, the width and height flags are in the maps files.

        In the map for your scenario it should be something like the  sixth 
line down and it will say something like "width=8 height=8". You can change 
those to pretty much whatever you want.      

        al
        "The truth will set you free"
        Jesus Christ of Nazareth 33A.D.
          ----- Original Message ----- 
          From: hadi 
          To: ian-reeds-games@xxxxxxxxxxxxx 
          Sent: Friday, December 21, 2012 12:12 PM
          Subject: [ian-reeds-games] Re: some questions regarding map creation


          hi al
          thanks. it got abit confusing though, i'm trying to understand flags 
and such, it's abit confusing.
          however, that may sound alot of work. basicly i wanted that the 
enemmy to do nothing untill  the player have raided inside of the house.
          but now they just  rush out of the house and  get into the battle 
with my squads and i don't get a good time to arrange my raid.
          ... i will think and see what i can do for now though.
          by the way, shouldn't be coordinates be like, x from left to right, 
and Y from  bottom to up? but now Y actually is from top to bottom.
          thanks!

          On 12/21/2012 6:56 PM, Allan Thompson wrote:

            I know sneak and invisiblity have been suggested before, and I 
think Ian does have a "fog of war" planned for the future which might help with 
that kind of thing. 
            I actually think it is interesting about the idea to add an extra 
turn, or even to give the enemy the first turn, for situations such as an 
ambush. 
            When or if that kind of thing gets implemented, here is some ideas 
about giving the player more time.

            You can set up on the far side of the map where the enemies are to 
come from, several spawning points. Essentially they are units or structures 
that use the summon flag. Give the spawn unit or structure a  charge point that 
could equal the amount of time you want the  good guys to have to assemble 
before the bad guys come. When the charge reaches a certain count, the spawn 
points will summon the computer units at just the right time for the scenario 
to begin.

            So as an example I would use a tank coming from a spawn structure 
called ambush.

            the ambush structure would  have this for flags:
            team=2 health_max=20 movement_max=0 charge_max=3 charge_current=0 
charge_start_turn_restore=1 // flags

            Now the ambush structure would have something called "spawn tank" 
as a skill.
            The spawn tank skill would  have this for flags:
            tile ai_summon summon=tank range=1 charge_cost=3 health_cost=20 // 
skills

            So what is happening is that once the charge reaches 3, the ambush 
structure will summon the tank. Since it's hull is brought to zero in casting 
the spell, it will disappear off the map. 

            There you get the time, although, admittedly it takes a little more 
work. You would have to make a ambush structure for each unit as well. Anyway, 
that is a work around. 

            al  

          [ian-reeds-games] some questions regarding map creation
          hello 
          i'm trying to give map creation a shot, however i have two questions 
for now. 
          first, is there a way to rotate the map while creating it? 
          i wanted the bottom left edge to be 1, 1. instead of top left. 
          so i want to put my squad to the bottom of the map and their path to 
above, so that could make sense abit. 

          my second question is, that is there a way to give players some free 
turns first, or more specificly, i want to give the player  abit time to arange 
their
          squads before the enemmy (AI) starts to rush their forces toward the 
player. 

          oh and something else, i wanted to have a skill called  sneak which 
would cost more movement points  but instead the AI would not notice the player 
unit
          while it moves. 
          is there a way to do that? or that could be added to the features 
list to be added in future development. 
          thanks alot for any help! 
          and sorry for my bad english. 
          -regards, 
          hadi. 






Other related posts: