Reason: Downloading is manually set to False
Display desert-shellmap.lua or download file.
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Description:
thank you Materia, tested and it seems to be good :)
Edit map info
Reports of Desert Map Online v2.1
Lint check for release-20190314
Previous revision | Revision | Next revision |
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19 |
Comments for revision 34:
Comments for revision 18:
not good yet, kept crashing and now im back at that you have to abort manually ;p will try something soon
I downloaded your map via OpenRA application when playing with the others not from here. Is this(the latest) revision tested and proved to not crash once the scripted AI will lose? :) In testing and proving, I keep in mind for yourself. If you know it works then it is ready for us to play. :)
I debugged it in OpenRA and fortunately, it really won't crash anymore but it also seems to be impossible to win the battle. :/ I think at least when playing as Allied because this invulnerable Chronosphere can't be destroyed which means Soviet can be killed.
added this:
Player:
-ConquestVictoryConditions:
and then tested it again. and the game dont end. before i quit the game, i saw like Zjordy (Won) but the game didnt end. Maybe you know what to do Materia? something with MarkCompletedObjective maybe ?
Okay i downloaded this and tested a bit.
First i thought its because of the preset teams for allies and soviet (wich can or should be removed, doesnt make a difference and is buggy in stats).
But was a small mistake in the lua, in line 193 it should be P6Lost = true not P5 (i'm sorry was from my pastebin)
The -ConquestVictoryConditions: is of course also needed.
Also you could add
Media.DisplayMessage("" .. Multi0.Name .. " has been killed!")
or something like that to tell the players if someone lost.
Comments for revision 14:
that should have fixed it. Thank you Materia !
Comments for revision 13:
Ah sorry was a bit late yesterday.
You can fix this if you go to the SetupPlayers function and add P1Lost = true behind the else ( in a new line ) for Multi0 and repeat this for the players.
This is just a variable wich get called later if a team has won.
I think -ConquestVictoryConditions: have to be set to make this working, otherwise all the ai buildings have to be destroyed too if a team won.
Comments for revision 12:
I hope it works like this but should, lets see ;D
https://pastebin.com/FHi9HS8G
Comments for revision 8:
It will crash once a scripted AI will be destroyed. Otherwise, it's a very interesting map. :)
can you update it, the paratroopers.
It kinda also need something if units are stuck on the side not coming out..