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beelion1
WI Forum Novice


Joined: 29 Apr 2014
Posts: 2
Location: United States

PostPosted: Tue Apr 29, 2014 4:56 pm    Post subject: 1v1 1 Reply with quote

player vs player map
by beelion1[/list]



1v1 1.pdb
 Description:
player vs player map

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 Filename:  1v1 1.pdb
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N104
Administrator


Joined: 24 May 2012
Posts: 1380
Location: Pennsylvania

PostPosted: Tue Apr 29, 2014 7:56 pm    Post subject: Reply with quote

Hey beelion1, welcome to the Warfare Inc forums. Glad to see you're trying your hand at mission authoring. A few things to note though...

    -Your map pack has two maps but the second is 'blank'. Thus, making it unnecessary.
    -The map is described as a 1v1 (player vs player) map, but only has 1 human side. It also has a maximum amount of players of 1 rather than the 2 which is needed for a 1v1 game.
    -Your map has no triggers. End missions are required for every map, or the map wont end unless the player resigns / aborts the mission.


There's a few other things that can be discussed if you'd be interested in discussing them. Feel free to ask me any questions.

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beelion1
WI Forum Novice


Joined: 29 Apr 2014
Posts: 2
Location: United States

PostPosted: Thu May 01, 2014 7:54 pm    Post subject: sorry Reply with quote

I saw your reply and want to thank your for helping me. So i do have questions. I mainly made this form to ask questions. I will be talking this down because that map isn't good at all. But my question is will CPU attack other CPU or will they just attack the player. I want to know this for a future mission I am planning. Also will CPU make their own buildings and repair their buildings or do they just not make any buildings and not repair anything. I am happy that I could speak to you.
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trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1767
Location: Southern Cali (UCLA)

PostPosted: Thu May 01, 2014 9:58 pm    Post subject: Reply with quote

CPUs will attack each other if they're not specified to be in the same team.

You can trigger CPUs to build buildings, but only on pre-defined locations. There's also a trigger to toggle repairs.

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