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Re: Map Fixes?

Posted: 10 Mar 2012, 16:14
by scifi
Nobody cares about mutators.

Map mods, well a guy can just be in a regular BA host, and be playing BA, then switch to a mapMod and voila done.

It was actually a very clever way to make people play your mod.
A lot of people played the MapMod version, more than if it was hosted in another autohost with its own Game Name e.t.c...

Re: Map Fixes?

Posted: 11 Mar 2012, 10:42
by Forboding Angel
Or, you could look in the wiki under the map development section.

Re: Map Fixes?

Posted: 11 Mar 2012, 12:39
by Jools
knorke wrote:
Things like allowfactionchange when theres coms inside unit on maps it wont work.
allowfactionchange wupget gets confused when new units are added/removed because it uses hardcoded unitDefIDs.
so map mutator yes but even decided to even lua more like? probally not!
AllowFactionChange is just the frontend, the widget part. It communicates with a gadget called initialspawn. You have to edit both to conform with the mod in question.

Therefore I agree with the people here: a map is a map is a map. It's a part of terrain, think of it like a forest. It should not any dependance on the mod. You can use mod things in a map, but you will run into problems, becausew each mod is its own paradigm, it has its sets of rules, units, systems. If you tie a map to a specific paradigm, then it won't be the same map when using another paradigm.

It's like having a forest turning red when a mouse enters it and yellow when a cat does so. It's just wrong. How do I know? Beacuse I did that on one of my maps.

Re: Map Fixes?

Posted: 11 Mar 2012, 21:16
by Senna
Jools wrote:
knorke wrote:
Things like allowfactionchange when theres coms inside unit on maps it wont work.
allowfactionchange wupget gets confused when new units are added/removed because it uses hardcoded unitDefIDs.
so map mutator yes but even decided to even lua more like? probally not!
AllowFactionChange is just the frontend, the widget part. It communicates with a gadget called initialspawn. You have to edit both to conform with the mod in question.

Therefore I agree with the people here: a map is a map is a map. It's a part of terrain, think of it like a forest. It should not any dependance on the mod. You can use mod things in a map, but you will run into problems, becausew each mod is its own paradigm, it has its sets of rules, units, systems. If you tie a map to a specific paradigm, then it won't be the same map when using another paradigm.

It's like having a forest turning red when a mouse enters it and yellow when a cat does so. It's just wrong. How do I know? Beacuse I did that on one of my maps.
Yes thats the problem, but in description it says for BA only, but it should work on other mods too, but will not because it will read the files inside and crash :?

Re: Map Fixes?

Posted: 12 Mar 2012, 12:40
by klapmongool
scifi wrote:Nobody cares about mutators.

Map mods, well a guy can just be in a regular BA host, and be playing BA, then switch to a mapMod and voila done.

It was actually a very clever way to make people play your mod.
A lot of people played the MapMod version, more than if it was hosted in another autohost with its own Game Name e.t.c...
Yep. Indeed a smart way of having your mod played.. Makes you think huh. Why would be allowed to have a BA 7.64 mod running on your server while the map changes that to the actually played game (like 'special') if it isnt allowed to take BA 7.64 and change units in it and run in on a host with the modname 7.64?

Naming policies :0

Re: Map Fixes?

Posted: 13 Mar 2012, 12:53
by Forboding Angel
I already game him the answer. Thankfully, he will never have the patience to figure it out :-)