can't upload map

Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
Post Reply
New England
On Lightcycle Grid
Posts: 25
Joined: Mon Oct 30, 2006 3:07 am

Post by New England »

for some reason I have not been able to upload my map. Maybe my xml is wrong, but I don't think so. Maybe you could check it out.
Attachments
profile-1.0.0.aamap.xml
(6.59 KiB) Downloaded 295 times
Last edited by New England on Fri May 04, 2007 11:54 pm, edited 1 time in total.
Patriots Rule!
Common Sense.
User avatar
Jonathan
A Brave Victim
Posts: 3391
Joined: Thu Feb 03, 2005 12:50 am
Location: Not really lurking anymore

Post by Jonathan »

Did you try it in a local game and look at any messages?
ˌɑrməˈɡɛˌtrɑn
New England
On Lightcycle Grid
Posts: 25
Joined: Mon Oct 30, 2006 3:07 am

Post by New England »

i got a

Code: Select all

ERROR: ctxt is null
Patriots Rule!
Common Sense.
User avatar
DDMJ
Reverse Outside Corner Grinder
Posts: 1882
Joined: Thu Jun 08, 2006 12:15 am
Location: LA, CA, USA, NA
Contact:

Post by DDMJ »

Lol, it seems you're trying to incorporate ph's Zones v2 code. It's not complete yet ;).
User avatar
philippeqc
Long Poster - Project Developer - Sage
Posts: 1526
Joined: Mon Jul 12, 2004 8:55 am
Location: Stockholm
Contact:

Post by philippeqc »

Quite a good and brave attempt you made there New England!

Before anything else, one thing that was hard to guess was that you need to read the document about spawn points, that actually say very little about spawn points but rather about how to join in-map ownership with in-game.

Basically, after Axes, you'd have a section like this:

Code: Select all

   <Ownership>
     <TeamOwnership teamId="blue" playerId="azure,cobalt,midnight,royal"/>
     <TeamOwnership teamId="red" playerId="cerise,mauve,rust,sangria"/>
     <TeamOwnership teamId="green" playerId="emerald,jade,lime,olive"/>
     <TeamOwnership teamId="yellow" playerId="amber,goldenrod,lemon,navajowhite"/>
   </Ownership>
It defines 4 teams (red, blue, green, yellow) that can have ownership in this map. It further define that each team can have up to four players that have ownership assigned to them on an individual basis.

A quick note here about ownership:
The map only suggest id's. The module that associate in-map to in-game ownership can use different method to assign them. Should only 2 teams be playing, it COULD decide to only use the 2 first teamid, one per team, or it COULD decide to give 2 teamid's to each team.

The teamId's are then used in the EffectGroup attribute owners and teamOwner when ownership is required. If you want to restrict how a zone operates based on ownership, that is the infomation that is used. If the zone operate without consideration for ownership, like the old-time win and death zones, then you can leave it blank.

Your zones death1, death2 and death3 have been defined like this:

Code: Select all

<Enter>
  <EffectGroup owner="all" ownerTeam="all">
    <User user="all">
      <Target target="all">
        <Effect effect="death">
        </Effect>
      </Target>
      <Target target="allButSelf">
        <Effect effect="win">
        </Effect>
      </Target>
    </User>
  </EffectGroup>
</Enter>
When anyone enters (<Enter> + <User user="all">), 2 things happen:
a) Everybody in the game dies (<Target target="all"> + <Effect effect="death">)
b) Everybody BUT the person who enters wins (<Target target="allButSelf"> + <Effect effect="win">)
Quite a kill-fest!

As your operations are done only versus who enters and everybody and everybody else, you do not need to provide any information in the EffectGroup (you wrote <EffectGroup owner="all" ownerTeam="all">).

The goal zone is written in the same fashion. You should update the EffectGroup to remove the content of both attributes.

Your ender zone is the only one that uses ownership info:

Code: Select all

<Leave>
  <EffectGroup owner="1" ownerTeam="all">
    <User user="owner">
      <Target target="allButSelf">
        <Effect effect="win">
        </Effect>
      </Target>
    </User>
  </EffectGroup>
</Leave>
The only user is the player associated with the playerId 1 ( <User user="owner"> + <EffectGroup owner="1">). Should this player leave the zone, everybody else wins (<Leave> + <Target target="allButSelf"> + <Effect effect="win">). Thus the ownerTeam attribute can be empty. Lets rename the owner to Ender for ease of reading: (<EffectGroup owner="Ender">)

All that would be left is to provide some team and player infomation:

Code: Select all

   <Ownership>
     <TeamOwnership teamId="DragonArmy" playerId="Ender,Baen,Alai"/>
     <TeamOwnership teamId="RatArmy" playerId="RoseDeNose,DinkMeekers"/>
     <TeamOwnership teamId="SalamanderArmy" playerId="BonzoMadrid,PetraArkanian"/>
   </Ownership>
or even

Code: Select all

   <Ownership>
     <TeamOwnership teamId="DragonArmy" playerId="Valentine,Ender,Baen,Alai,Petra,Dink"/>
   </Ownership>
or simply, considering you use a single playerId in all of your zones:

Code: Select all

   <Ownership>
     <TeamOwnership teamId="Ender" playerId="Ender"/>
   </Ownership>
As you see, only a few minor corrections required, none that you could have known about considering they address issue that are left vague in the zone v2 document. Good work!

-ph

Bonus question:
What would be required to recreate the setup of the battle that Ender's Dradon Army faced just after he killed Bonzo?

Setup description: first half of the 8th paragraph of the plot summary from wikipedia http://en.wikipedia.org/wiki/Enders_Game

Should the zone and team system not permit something that is required for your solution, justify it and roughly detail the extra mecanims.
Canis meus id comedit.
Post Reply