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 The game snake as a scripted map / mod

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rammstein

rammstein


Posts : 74
Reputation : 5
Join date : 2010-04-16
Age : 31
Location : Sweden

The game snake as a scripted map / mod  Empty
PostSubject: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyTue Nov 27, 2012 7:01 am

I made a scripted map / mod in which you can play the classic game snake in TAK.

Download: https://skydrive.live.com/redir?resid=1B247A6D07FD0DE2!134&authkey=!AImtPhJ8cMmd8nc

How to play?
Move the Berzerker to the arrows to control the game. Try catch the red dots. Don't collide with yourself. Try to get as long as possible. If you die the game will restart. This is a scripted map so you need to play it in multiplayer. However I included my gui addon in this mod so you can play multiplayer with just bots.

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$_ARTHAN

$_ARTHAN


Posts : 759
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Join date : 2011-03-01
Age : 34
Location : Greece

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyTue Nov 27, 2012 9:16 am

LMAO! Don't tell me you did that just with cartographer's scripting, cause I won't believe you! XD
Awesome job, dude! Very Happy
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$ MalinOMW

$ MalinOMW


Posts : 577
Reputation : 9
Join date : 2011-07-22
Age : 31
Location : Poland

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyTue Nov 27, 2012 3:15 pm

final score (speed +10) 23

Edit
28 now!(i get confused)

Edit 2
its is possible to open this map with cartographer?

Edit 3
32 \"****\" misclick
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rammstein

rammstein


Posts : 74
Reputation : 5
Join date : 2010-04-16
Age : 31
Location : Sweden

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyTue Nov 27, 2012 3:51 pm

On-my-way wrote:
final score (speed +10) 23

Edit 2
its is possible to open this map with cartographer?

Yes if you have hpi view/pack. Extract everything from the Maps folder to a folder called kmap witthin a map called snake. Then pack the snake folder to snake.kmp and then open with cartographer. Edit: if you don't get it to work tell me and I can upload just the map.
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DeeKay
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DeeKay


Posts : 531
Reputation : 26
Join date : 2011-03-19
Age : 25
Location : Brazil - SP

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyTue Nov 27, 2012 4:08 pm

how... could... you... WTF!?!?

Simply Awesome!!! Wink
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http://alltakdownloads.6te.net/
$ MalinOMW

$ MalinOMW


Posts : 577
Reputation : 9
Join date : 2011-07-22
Age : 31
Location : Poland

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyThu Feb 21, 2013 3:39 pm

oż japierdole tego nie widziałem nigdy{short translate}DA FACK{/translate} 10656 rules for player 1

and 104 locations(blue trigger area)
are you insane or Very Happy you don't use cartographer (autobot Very Happy)

and crt file (script + units file) weight 24mb not packed

P.S
my record script (as now) is 3 rules all players and 24*8players (they are almost the same but only locations need to change, so copy>paste work) but anyway its overall only something 200 rules

Edit
"UMS King of The Hill 2" 199 rules/scripts and 31 locations
UMS Berserker run (or whatever-a it got shi-ty name Very Happy ) 50rules/scripts, 38 locations but still rly need little more improvement but it trolling map so maybe better if not finished Very Happy

Planing "UMS Zone Control Hunter" and that map going have (if i gonna make it :S ) something more than 550 rules/scripts and something more than 210 locations

and in my case everything is because of no action>condition rules between players (in dam-nit SC it would take something x(2-20) less rules/locations )

{Btw in my language
location = blue trigger area}

once more congratulations of this map LOL its huge-er than i thought

Edit 2
I am something curious of somethings Very Happy
i see that you also use random condition
how it works when condition is true(1) and when is false (0) (i hope u know what i mean)
it always random no matter if i put 1 or 10 in value?, i see that random 1 dominate why? its the biggest chance for random 1? or what?

Edit 3
what do you change with cob script?
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rammstein

rammstein


Posts : 74
Reputation : 5
Join date : 2010-04-16
Age : 31
Location : Sweden

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PostSubject: Re: The game snake as a scripted map / mod    The game snake as a scripted map / mod  EmptyThu Feb 21, 2013 5:32 pm

As you have guessed the scripting of this map was not made in Carthographer. It would have been possible but taken very very long time. I made a program to help make the crt file of the map using information about the crt file format(which you can find here ).

Quote :
Edit 2
I am something curious of somethings
i see that you also use random condition
how it works when condition is true(1) and when is false (0) (i hope u know what i mean)
it always random no matter if i put 1 or 10 in value?, i see that random 1 dominate why? its the biggest chance for random 1? or what?

The random condition works as follow: Every ingame second there is a chance of the condition to be true. The possability of it becoming true that second depends on the value you insert. For example random 1 will have 1% possability of being true every second and random 100 will allways be true. If I recall correctly.
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