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Description:
+ Russia got hind
+ Allies helicopters are slightly better than the hind.
+ Added enemyBuildingCounter at top
+ removed V2 autotargetbug
+ Enemy mainbases dont give buildable area anymore when captured.
+ reduced nuke chargetime
+ optical polishes
Edit map info
Reports of Protector
Lint check for playtest-20180825
Previous revision | Revision | Next revision |
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Comments for revision 14:
Comments for revision 11:
can you please update this?
Comments for revision 3:
Hey k1,
Would be nice to have such unit cap option yes.
There is a map that has buildlimits but thats made with yaml
https://resource.openra.net/maps/13968/
The limit rules
^Soldier:
Buildable:
BuildLimit: 25
E7:
Buildable:
BuildLimit: 1
^Plane:
Buildable:
BuildLimit: 15
^Helicopter:
Buildable:
BuildLimit: 15
^Tank:
Buildable:
BuildLimit: 20
^Vehicle:
Buildable:
BuildLimit: 20
^Defense:
Buildable:
BuildLimit: 10
But with yaml you cant have diffrent rules
With lua you can set diffrent difficultys wich you could use for varius unitlimits.
But 1st you need a good working code that count units and prevents the player from producing more units if the limit is reached.
With
GetGroundAttackers()
You should be able to count the players units.
The much harder part here is to stop producings then
But discussing this in the comments here might be the wrong way hehe
I made a thread for such things here
http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=20361
Feel free to post there ideas and question stuff hehe
cu
amazing!!!
Comments for revision 2:
hey materia, I have a request... do you think you can design a unit cap lua script that can be implemented inside maps with the following features:
- Have option in game lobby that shows
"Max Unit Count (per player): 300" (can have ranges from 100 - 2000)
You can feature a counter that displays the unit count for each player in game above the sidebar or below it, and they can know how much space they have left to build units with. Only units, not buildings.
By units, I mean any kind of units, infantry, tanks, air, sea, (all units combined, no distinction (also: once mcv is deployed, it's no longer counted as a unit)) (that way, the player also has to prioritize and strategize on what and how much to build in order to win his game)
Example:
Let's say I have a 5v5 map, and I want it to be a smooth game, so I'd set the unit count to let's say 200 per player, meaning, 10 players * 200 units = there will only be 2000 units on the map at any one point during the entire game and won't go above that count. Making sure it's a smooth game that way.
That way we can all enjoy a smooth game that runs normal and fun! :)
So with our example, each player will have 200 units to build of any kind, 20 mammoths, 50 flamethrowers, 30 helis, 50 riflemen, 30 artys, etc. you get the idea
Still amazing, one of the best maps/games..