My scenarios for Empire Earth 2

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Loewenherz
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Re: My scenarios for Empire Earth 2

Post by Loewenherz »

No problem. I take this as a basis for improved cooperation.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Loewenherz
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Re: My scenarios for Empire Earth 2

Post by Loewenherz »

Here are the current files.
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KoreanWar_script.ies
(11.99 KiB) Downloaded 99 times
Byzantium_script.ies
(21.69 KiB) Downloaded 97 times
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160
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Dr.MonaLisa
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Re: My scenarios for Empire Earth 2

Post by Dr.MonaLisa »

Thanks for sharing them, Loew.

Bogdan, could you please check them and apply your recent changes?
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Bogdan
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Re: My scenarios for Empire Earth 2

Post by Bogdan »

I've checked and tested them, everything works as expected. So I also wrote Loew about OBJECTIVE obj_Byzantium4 description in Byzantium scenario .dff file, if he made that small change in it too than everything is ready :D
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Re: My scenarios for Empire Earth 2

Post by Dr.MonaLisa »

Ok, so just to confirm, these changes that caused crashes before 158025 are also present in updated .ies / .scn files that I received? viewtopic.php?p=27253#p27253
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Bogdan
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Re: My scenarios for Empire Earth 2

Post by Bogdan »

Yes, the changes with constants are here too, so scenarios should not crash anymore.
Earlier constants were also fixed in Cold War 1965, but as it doesn't have objectives included, it had no additional issues
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Re: My scenarios for Empire Earth 2

Post by Bogdan »

Hello Mona! Please update script in my KoreanWar scenario:
Spoiler
KoreanWar_script_fix.ies
(12.01 KiB) Downloaded 48 times

I discovered that with new paratroops plane fix it's actually possible to win quicker with South Korea players in game, never thought of it, lol :)
So I took a recent version of script from this topic and added simple win command:

Code: Select all

STEP
WinScenario();
so now it looks like this:

Code: Select all

RULE Objective3 ONESHOT
 if (!DoesUnitExist( "tx_King_Korean_1" )
   && !DoesUnitExist( "tx_King_Korean_2" )
   && !DoesUnitExist( "tx_King_Korean_3" )
   && !DoesUnitExist( "tx_King_Korean_4" )
   && !DoesUnitExist( "tx_King_Chinese_1" ))
  then ObjectiveCompleted3
END_RULE

ACTION ObjectiveCompleted3
SCRIPT WORLD
SetObjectiveCompleted("obj_bogdan_KoreanPeninsula1");
STEP
WinScenario();
END_SCRIPT
END_ACTION
I think it should work, although I can't test it, as I can't import custom .ies to in-game scenario (and my old scenario had other script).
I don't quite remember why we avoided using simple WinScenario() and LoseScenario() in the first place, but it is, well, necessary.
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Dr.MonaLisa
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Re: My scenarios for Empire Earth 2

Post by Dr.MonaLisa »

Hi. Thanks for the improvements, but please send to me the final .scn (or whatever file it was). I am not loading .ies scripts to scenarios of the other users as it might cause more harms and problems than when done by the author.
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Bogdan
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Re: My scenarios for Empire Earth 2

Post by Bogdan »

Ok, so I tried to put .ies in current in-game scenario and it was imported successfully this time, strange.
But the problem is that WinScenario(); doesn't work, after all the necessary Kings are killed nothing happens, and the game proposes to crush other players.
Well, I remember now why we didn't use this command...

The workaround we used was to kill all AI units

Code: Select all

ACTION KingDeadAction2
SCRIPT WORLD
if ((PlayerInGame(2)) && (!IsPlayerHumanControlled(2))){
  SetAIDiplomacyEnabled(2,true);
  ForceSurrenderOffer(2, 1);
  SetAIDiplomacyEnabled(2,false);
}
else {
CreateNamedGroup("Group_Korea_1");
AddUnitsByTypeToGroup("Group_Korea_1", "BareBoneBuilding", 2, kPlayerMode_Self, NULL);
AddUnitsByAttributeToGroup("Group_Korea_1", "MobileUnits", 2, kPlayerMode_Self, NULL);
if(NumUnitsInGroup("Group_Korea_1") > 0){
SelectGroupForPlayer("Group_Korea_1", 2);
KillSelection();
ClearSelection();
}
}
END_SCRIPT
END_ACTION
It is not so aesthetic when it comes to your allies, though :D
I mean, it blows up all units and destroy all allies' buildings, the very thing a player may have wanted to prevent happening in this scenario logic.
What do you think?
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Dr.MonaLisa
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Re: My scenarios for Empire Earth 2

Post by Dr.MonaLisa »

It might be related to: viewtopic.php?p=23964#p23964 ?

Is the Victory Condition set to "Script Says So"?
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Dr.MonaLisa
Ministry of Game Affairs
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