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About Houses in Multiplayer Game
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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 8:18 pm    Post subject:  About Houses in Multiplayer Game Reply with quote  Mark this post and the followings unread

Hi, i try to build multiplayer map (for play in cncnet). I need understand how work the houses.

For example:

When set PlayerLocation in the map, appear waypoints (0 - 7), then:

A) If i want to MultiPlayer1 capture a specific refinery, how i can do it ?
B) If i want to MultiPlayer2 capture a specific Barrac, how i can do it ?

No matter if MultiPlayer1 or MultiPlayer2 are GDI or NOD.
Thanks.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 07, 2015 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The MultiPlayer1-8 houses in FinalSun are wrong and not working.
Only with the cncnet version of TS you can do what you want, by using the Spawn1 - Spawn8 houses. These then match the waypoint numbers Spawn1=Waypoint0, Spawn2=Waypoint1 etc.

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then in map i need add Spawn1, Spawn2, .. , Spawn8 to Houses ?

Same this:

[Houses]
0=GDI
1=NOD
2=NEUTRAL
3=SPECIAL
4=SPAWN1
5=SPAWN2
...
...
...
11=SPAWN8

¿?
Thanks

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 07, 2015 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, don't add them.
Just use them right away without any ini or map modification.
The cncnet version of the game was modified, so the Spawn houses can be instantly used in Triggers and are matched to the corresponding start locations.

You can check the co-op maps in DTA, which use the Spawn houses for some nice trigger action so multiplayer maps behave almost like scripted singleplayer campaign missions. Wink


Note:
FinalSun doesn't know these houses and isn't offering them. So you have to write the strings "Spawn1" etc manually into the House textboxes.
To set a unit/building to Spawn1, you have to modify the map with a texteditor, since FinalSun has only a simple dropdown box for units/buildings, which doesn't allows to enter custom house names.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, but then, How assign structure to MultiPlayer1 or MultiPlayer2.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 07, 2015 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Note:
FinalSun doesn't know these houses and isn't offering them. So you have to write the strings "Spawn1" etc manually into the House textboxes.
To set a unit/building to Spawn1, you have to modify the map with a texteditor, since FinalSun has only a simple dropdown box for units/buildings, which doesn't allows to enter custom house names.

Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, when i test i have problems and game crash.

1) In new map i add PlayerLocation for player 1 and player 2 (waypoint 0 and waypoint 1)
2) After add two GDI Power plant and save map.
3) Open map with notepad++ and edit the following line:

before:

[Structures]
0=Neutral,GAPOWR,256,33,70,64,None,1,0,1,0,0,None,None,None,0,0
1=Neutral,GAPOWR,256,43,60,64,None,1,0,1,0,0,None,None,None,0,0

after:

[Structures]
0=Spawn1,GAPOWR,256,33,70,64,None,1,0,1,0,0,None,None,None,0,0
1=Spawn2,GAPOWR,256,43,60,64,None,1,0,1,0,0,None,None,None,0,0

And when lauch, game crash.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 07, 2015 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks correct
Are you sure you use the cncnet version?
The original game with latest patch does not support Spawn houses.

Check with a hex editor if your game.exe has the string "Spawn1". If not, it won't work.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can also use Spawn1 in teamtypes?



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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Sun Jun 07, 2015 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okey, Spawn1 works when edit map with notepad++.

But dont work in tyeamtypes. In teamtypes window when I put Spawn1 in House game crash, if in House i set GDI only works if multiplayer1 choose GDI team and dont work if multiplayer1 choose NOD.

How i can use Spawn1 in house (in teamtypes windows).
Thanks.



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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jun 08, 2015 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using the Spawn houses for teams does work, but the triggers you're creating are causing the problem.

First of all, triggers on multiplayer maps always need to be owned by the 'Neutral' house and never by GDI or Nod (and certainly never by a Spawn house).
If a trigger is owned by GDI and the game starts with only Nod players on the map, the game will crash.

It's also not possible to use the Spawn house for any events at all, although you can use them for some actions.
When a house is specified as a parameter for an action however, it'll appear as a number when you open the map with a text editor. So the numbers you need to use for the Spawn houses are 50 to 57 (50 for Spawn1, 51 for Spawn2, 52 for Spawn3 and so on).

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