![]() ![]() High values will create rounder shapes, while lower will create thin, snakey shapes. This can be used to place snow on top of hills, or water in a valley. ![]() The first number is the minimum height, and the second is the maximum height. This will cause the terrain to be placed within certain elevation levels. You can use this to cause forests to stay away from shores. This specifies the minimum distance in tiles that should be between this terrain and terrain of other types. This will specify how many different patches of terrain to create. land_percent sets the size of the terrain to create based on a total percentage of the map size, and number_of_tiles sets the size of the terrain to be the number of tiles specified. (See this reference for a list of land types) This will set the type of land to place the new terrain on, ie, place to place forest on grass. Inside create_player_lands there are these attributes that you can specify: This is a function that creates a peice of land such as an island, or a lake. This command should only be used once, otherwise each player will have multiple starting locations. This is a function that creates the starting lands for ALL players. This specifies the base for the whole map to be of type TYPE, such as water, or grass. Generated at the same time, so the order of the functions doesn't matter. You can also create the lands to be occupied by players here. LAND_GENERATION creates the base type of terrain to place on the map, as well as any other basic territories that need to be created. - Creates units, resources, nature items.- Creates the smaller sections of terrain, like forest clumps, or ice areas.- Creates hills, and different levels of elevation.Once you have created an RMS map, you need to place the file in the "C:\Program Files (x86)\Steam\steamapps\common\Age2HD\resources\_common\random-map-scripts" folder (for windows).Īn RMS script has 7 basic sections, below, each section is explained in detail. (For a syntax highlighting package for rms files for atom, you can download mine here). You can use any text editor to edit them, such as Notepad, Notepad , andĪtom. That, RMS maps are different every time you play, and a scenario that you created will alway be the same layout and size.Īn RMS file, must be a plain text file, with the ".rms" extension. RMS maps are different from the maps that you make in the game's scenario editor by the fact ![]() These maps were created by the developers of Age of Empires II, using a language that they invented called "rms" or Random Map Script. Each time you play the map, it's different, within a set of bounds. Have you ever wished that you could create a map in Age of Empires II that was different everytime? Something like Black Forest, or Scandinavia. Any one of these will work, I just want good results.This is a basic guide for Random Map Scripting (RMS) that I have adapted from a guide I found by Bultro, and edited by Zetnus. I want nothing more than just the tile based map in OpenGL, C , C, and SDL. I want to just have a tile based, textured quad that I could put units on, just like the one for AOE2, or at least the open source version called OpenAGE. ![]() I could not find any sources to fix it, so I started going for a 2D start, where my mouse coordinates have an x and y coord on the screen and I can make it match easier with a sprite. In this case, I was using ThinMatrix’s 3D graphics tutorials on YouTube. It also has sort of an attacking AI, but the rays do not work. I do, indeed have a Java RTS engine that I made that does have a variation of the A* algorithm. I have used c for a year and a half and java for 3 years. I DO NOT WANT TO KEEP MODIFYING THIS GAME! I WANT TO CREATE SOMETHING BY MYSELF!!! No Unity, no Unreal Engine, just cold, hard C , C, Opengl, and SDL2!! Please just tell me how to create a map. Could you help me make an age of empires like map? That is all I would need to get started. So, this game started out as an age of empires modification. ![]()
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