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.