Posted: Sat Jul 13, 2024 3:02 pm Post subject:
Multiplayer mapping limitations?
Subject description: Trying to make campaign-style maps for multiplayer.
New user here, hope I'm posting in the right place.
I've gotten a small thing together with a couple of my friends to do something like a TTRPG via Red Alert 2; story-driven, character-focused mapping and modding, with me in the GM seat.
This is all well and good on the narrative side of things, since I've been a GM for longer than I can remember (someone end my torment), but I think I've over-promised on the technical side. I'm only just dipping my toes into RA2 mapping after a 15 - 20 year lapse, and I'm already running into trouble with map scripting; mostly working with players and houses in the triggers.
To cut to the chase, is it possible to make campaign-like commando missions for multiplayer?
In addition, what untouchable limitations should I be aware of in multiplayer maps as compared to singleplayer maps? QUICK_EDIT
Unlike single player maps that simply use the name of the country for the trigger owners, multiplayer maps instead use <Player @A>, <Player @B>, <Player @C>, etc for setting the owner of a trigger. With A being the player at starting point 1, B point 2 and so on until H for player 8.
This is because there might be multiple American or Russian countries on the map at the same time in a multiplayer game, so the triggers use the starting point instead. _________________
Whenever I try to set one of the multiplayer houses as the owner of the trigger, I get errors on the load screen; complaints that "TriggerType 01000000 refers to a house named '<Player @ A>', which does not exist." The game eventually crashes when it finishes loading.
I should note that I'm using an older version of the World-Altering Editor that I jury-rigged for the C&C: Reloaded mod. Probably tempting fate doing that, but that's all I've got to work with right now.
Is there something I'm doing wrong with the triggers? I can attach my test map, if it'd help. QUICK_EDIT
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