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New map pack team

This is a discussion on New map pack team within the DoW Modding and Editing forums, part of the Dawn of War Series category; Hey guys, Sorry for unknow reason, i did not receive email notification about posting, ok, what did i miss ?...

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  #131  
Old March 23rd, 2007
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Default Re: New map pack team

Hey guys,

Sorry for unknow reason, i did not receive email notification about posting,
ok, what did i miss ?
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  #132  
Old March 23rd, 2007
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Default Re: New map pack team

read up, most of its about scar probs but wasturr has finished his map :P

1 WEEK LEFT (i think...)
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  #133  
Old March 23rd, 2007
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Default Re: New map pack team

Code:
-------------------------------------------------
--[[CREDITS]]
-------------------------------------------------
-- Music set-up by Aralez
-- Titan cannon script by Ruosteinen
-- Tunnel script by Ruosteinen
-------------------------------------------------
--[[ IMPORTS ]]
-------------------------------------------------
import("ScarUtil.scar")
import("WXPScarUtil.scar")

-------------------------------------------------
--[[ON GAME SETUP]]
-------------------------------------------------
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)

g_TunnelDelay = 3
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
t_Tunnel1Queue = { }
t_Tunnel2Queue = { }
t_Tunnel3Queue = { }
t_Tunnel4Queue = { }


-------------------------------------------------
--[[ ON INITIALIZATION ]]
-------------------------------------------------

function OnInit()
	
	-
	
	Rule_AddInterval( Rule_Tunnel1, 1 )
	Rule_AddIntervalDelay( Rule_Tunnel2, 1, 0.5 ) -- delay the second tunnel to ensure they run at 

different times. This makes the queuing simpler
Rule_AddIntervalDelay( Rule_Tunnel3, 1, 0.6 ) -- delay the third tunnel to ensure they run at different 

times. This makes the queuing simpler
Rule_AddIntervalDelay( Rule_Tunnel4, 1, 0.7 ) -- delay the fourth tunnel to ensure they run at different 

times. This makes the queuing simpler
end

--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
Scar_AddInit(OnInit)





-------------------------------------------------
--[[ TUNNELS ]]
-------------------------------------------------
function Rule_Tunnel1()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
	if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein1" ) 
		or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein1" )
		
	then
		-- get the squads and despawn them
		Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein1" )
		Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein1" )
		SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
		g_EntryCount = g_EntryCount+1
		table.insert(t_Tunnel1Queue, 0)
	end
	
	local numQueuing = table.getn(t_Tunnel1Queue)
	if numQueuing > 0 then
		-- loop through table, increasing all values by 1
		for i = 1, numQueuing do
			t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
		end
		
		-- spawns the next squad if it's been in long enough
		if t_Tunnel1Queue[1] >= g_TunnelDelay then
			SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout1" )
			SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
			g_ExitCount = g_ExitCount+1
			table.remove(t_Tunnel1Queue, 1)
		end
	end	
end


function Rule_Tunnel2()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
	if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein2" ) 
		or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein2" )
	then
		-- get the squads and despawn them
		Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein2" )
		Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein2" )
		SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
		g_EntryCount = g_EntryCount+1
		table.insert(t_Tunnel2Queue, 0)
	end
	
	local numQueuing = table.getn(t_Tunnel2Queue)
	if numQueuing > 0 then
		-- loop through table, increasing all values by 1
		for i = 1, numQueuing do
			t_Tunnel2Queue[i] = t_Tunnel2Queue[i] + 1
		end
		
		-- spawns the next squad if it's been in long enough
		if t_Tunnel2Queue[1] >= g_TunnelDelay then
			SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout2" )
			SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
			g_ExitCount = g_ExitCount+1
			table.remove(t_Tunnel2Queue, 1)
		end
	end	
end

function Rule_Tunnel3()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
	if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein3" ) 
		or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein3" )
		
	then
		-- get the squads and despawn them
		Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein3" )
		Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein3" )
		SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
		g_EntryCount = g_EntryCount+1
		table.insert(t_Tunnel1Queue, 0)
	end
	
	local numQueuing = table.getn(t_Tunnel1Queue)
	if numQueuing > 0 then
		-- loop through table, increasing all values by 1
		for i = 1, numQueuing do
			t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
		end
		
		-- spawns the next squad if it's been in long enough
		if t_Tunnel1Queue[1] >= g_TunnelDelay then
			SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout3" )
			SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
			g_ExitCount = g_ExitCount+1
			table.remove(t_Tunnel1Queue, 1)
		end
	end	
end

function Rule_Tunnel4()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
	if Player_AreSquadsNearMarker( g_Player1, "mkr_gatein4" ) 
		or Player_AreSquadsNearMarker( g_Player2, "mkr_gatein4" )
		
	then
		-- get the squads and despawn them
		Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_gatein4" )
		Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_gatein4" )
		SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
		g_EntryCount = g_EntryCount+1
		table.insert(t_Tunnel4Queue, 0)
	end
	
	local numQueuing = table.getn(t_Tunnel1Queue)
	if numQueuing > 0 then
		-- loop through table, increasing all values by 1
		for i = 1, numQueuing do
			t_Tunnel4Queue[i] = t_Tunnel1Queue[i] + 1
		end
		
		-- spawns the next squad if it's been in long enough
		if t_Tunnel1Queue[1] >= g_TunnelDelay then
			SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_gateout4" )
			SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
			g_ExitCount = g_ExitCount+1
			table.remove(t_Tunnel4Queue, 1)
		end
	end	
end
i think this si tunnel code from a map i got


and about the deadline...my frist map is done. i just need somone to set up my mini map and loading screen for me. ill be posting the finished map here so it can be added
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  #134  
Old March 23rd, 2007
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Default Re: New map pack team

i'd apriciate if u'd e-mail it to me cos i'd like the maps to only be avalible in the pack, and as for loading screen and mini map, ask elfuretto?
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  #135  
Old March 23rd, 2007
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Default Re: New map pack team

well if you think you can help a fellow team mate out post now pls
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  #136  
Old March 23rd, 2007
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Default Re: New map pack team

If that think works
I'll gladly make you a mini and icon
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  #137  
Old March 23rd, 2007
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Default Re: New map pack team

Here you go, i think i did not post this version, v0.4
Attached Files
File Type: zip Dxp2.zip (1.82 MB, 10 views)
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  #138  
Old March 23rd, 2007
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Default Re: New map pack team

Just like santi clause heh heh!!! I feel like a kid trapped in a toy store thx elfurreto!!!
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  #139  
Old March 23rd, 2007
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Default Re: New map pack team

uhh what is it or what are they? cus all i get is random code
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  #140  
Old March 23rd, 2007
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Default Re: New map pack team

Elfurreto the files seems to be corrupted somewhat I'll try downloding again.(scratch that It works now)
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Last edited by Lord Rumpuss V; March 23rd, 2007 at 08:05 PM. Reason: it works
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