Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: Problem with playing my own maps

  
  1. #1
    Imp Dramon's Avatar
    Join Date
    Aug 2012
    Location
    With the dragons, somewhere
    Posts
    24
    Gamer IDs

    Steam ID: Moranaax

    Default Problem with playing my own maps

    (Wow that title is really specific, huh?)

    Anyhow I'm new here, and new to creating maps for Dungeon Keeper. I recently got KeeperFX and made the changes to the Editor to get it to work with KeeperFX. I create the level, script it, and attempt to play it. I know what to enter into the Run bar and I get the level to load. But once it starts, the voice immediately says, "You have been defeated!", with the game screen being some sort of weird red tiles before going black. What's wrong?

    There are two players- 0 and 1- and 1 is marked as a computer player, so it's not like I'm trying to load a multiplayer level onto singleplayer.

    I can think of several things that may have gone wrong, but how to fix them I have absolutly no idea.
    1- I may have messed up the script somehow. (Very likely)
    2- I may have messed up changing the Editor for KeeperFX somehow.
    3- My Editor may be stupid.
    4- I might be running the level incorrectly.

    I've spent a bit searching for problems like mine, but have found nothing. Any help would be greatly appreciated!

    (I have NO idea what's going on with the tags for this thread...)

  2. #2
    Dragon DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: Problem with playing my own maps

    I wanna take a look at the script. Can you post it here?
    I like dragons! They're the center of my life! I'll never forget them...



  3. #3
    Imp Dramon's Avatar
    Join Date
    Aug 2012
    Location
    With the dragons, somewhere
    Posts
    24
    Gamer IDs

    Steam ID: Moranaax

    Default Re: Problem with playing my own maps

    Sure, just remember that the 'REM' notes are STILL THERE as I needed them to write the script. I didn't delete them in case I needed them again. I can edit it and remove the REM things if you want me to.
    Code:
    REM ********************************************
    REM
    REM             Script for Level 201
    REM
    REM ********************************************
    
    
    
    
    REM **********     SETUP COMMANDS     **********
    
    
    REM ***** Set the Generation Speed of the  *****
    REM ***** Entrances                        *****
    
    SET_GENERATE_SPEED(300)
    
    
    REM ***** Set the computer players going   *****
    
    REM		Player		Player Type
    
    COMPUTER_PLAYER(PLAYER1,	0)
    
    
    REM ***** Set the maximum number of        *****
    REM ***** creatures each player can have   *****
    
    REM		Player		Number of creatures
    
    MAX_CREATURES(	PLAYER0,	40)
    MAX_CREATURES(	PLAYER1,	40)
    
    
    REM ***** Set the amount of gold each      *****
    REM ***** player starts with               *****
    
    REM		Player		Amount of gold
    
    START_MONEY(	PLAYER0,	10000)
    START_MONEY(	PLAYER1,	10000)
    
    
    
    
    REM **********       SET MAGIC        **********
    REM **********     AND CREATURES      **********
    
    REM ***** Setup the creature pool          *****
    
    REM			Creature Name	Number of creatures
    
    ADD_CREATURE_TO_POOL(	BUG,		10)
    ADD_CREATURE_TO_POOL(	FLY,		10)
    ADD_CREATURE_TO_POOL(	SPIDER,		5)
    ADD_CREATURE_TO_POOL(	SORCEROR,	30)
    ADD_CREATURE_TO_POOL(	DEMONSPAWN,	20)
    ADD_CREATURE_TO_POOL(	DRAGON,		15)
    ADD_CREATURE_TO_POOL(	TROLL,		10)
    ADD_CREATURE_TO_POOL(	ORC,		20)
    ADD_CREATURE_TO_POOL(	TENTACLE,	30)
    ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	10)
    ADD_CREATURE_TO_POOL(	BILE_DEMON,	20)
    
    
    REM ***** Enable each player to recieve    *****
    REM ***** creatures from pool              *****
    
    REM			Player		Creatures	Can be available	Is now available
    
    CREATURE_AVAILABLE(	ALL_PLAYERS,	BUG,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	FLY,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	SPIDER,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	SORCEROR,	1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	DEMONSPAWN,	1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	DRAGON,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	TROLL,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	ORC,		1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	TENTACLE,	1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	DARK_MISTRESS,	1,			1)
    CREATURE_AVAILABLE(	ALL_PLAYERS,	BILE_DEMON,	1,			1)
    
    
    REM ***** Set the rooms available to each  *****
    REM ***** player                           *****
    
    REM			Player		Room type	Can be available	Is available
    
    ROOM_AVAILABLE(		ALL_PLAYERS,	TREASURE,	1,			1)
    ROOM_AVAILABLE(		ALL_PLAYERS,	LAIR,		1,			1)
    ROOM_AVAILABLE(		ALL_PLAYERS,	GARDEN,		1,			1)
    ROOM_AVAILABLE(		ALL_PLAYERS,	TRAINING,	1,			1)
    ROOM_AVAILABLE(		ALL_PLAYERS,	RESEARCH,	1,			1)
    
    ROOM_AVAILABLE(		ALL_PLAYERS,	GUARD_POST,	1,			0)
    ROOM_AVAILABLE(		ALL_PLAYERS,	WORKSHOP,	1,			0)
    ROOM_AVAILABLE(		ALL_PLAYERS,	BARRACKS,	1,			0)
    ROOM_AVAILABLE(		ALL_PLAYERS,	PRISON,		1,			0)
    ROOM_AVAILABLE(		ALL_PLAYERS,	TORTURE,	1,			0)
    ROOM_AVAILABLE(		ALL_PLAYERS,	TEMPLE,		1,			0)
    
    
    REM ***** Set the doors available to each  *****
    REM ***** player                           *****
    
    REM			Player		Door type		Can be available	Is available
    
    DOOR_AVAILABLE(		ALL_PLAYERS,	WOOD,			0,			1)
    DOOR_AVAILABLE(		ALL_PLAYERS,	BRACED,			0,			1)
    DOOR_AVAILABLE(		ALL_PLAYERS,	STEEL,			0,			1)
    DOOR_AVAILABLE(		ALL_PLAYERS,	MAGIC,			0,			1)
    
    
    REM ***** Set the traps available to each  *****
    REM ***** player                           *****
    
    REM			Player		Trap type		Can be available	Is available
    
    TRAP_AVAILABLE(		ALL_PLAYERS,	BOULDER,		0,			1)
    TRAP_AVAILABLE(		ALL_PLAYERS,	ALARM,			0,			1)
    TRAP_AVAILABLE(		ALL_PLAYERS,	POISON_GAS,		0,			1)
    TRAP_AVAILABLE(		ALL_PLAYERS,	LIGHTNING,		0,			1)
    TRAP_AVAILABLE(		ALL_PLAYERS,	WORD_OF_POWER,		0,			1)
    TRAP_AVAILABLE(		ALL_PLAYERS,	LAVA,			0,			1)
    
    
    REM ***** Set the spells available to each *****
    REM ***** player                           *****
    
    REM			Player		Spell type		Can be available	Is available
    
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_IMP,		1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_OBEY,		1,			10)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_SIGHT,		1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CALL_TO_ARMS,	1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CAVE_IN,		1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HEAL_CREATURE,	1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HOLD_AUDIENCE,	1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_LIGHTNING,	1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_SPEED,		1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_PROTECT,		1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CONCEAL,		1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DISEASE,		1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CHICKEN,		1,			1)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DESTROY_WALLS,	1,			0)
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_ARMAGEDDON,	1,			0)
    
    
    
    
    REM **********  ADJUST ANY CREATURE   **********
    REM ********** OR RESEARCH STATISTICS **********
    
    REM ***** I don't want to change any       *****
    REM ***** creature statistics but I do     *****
    REM ***** want to change the research      *****
    REM ***** value of Destroy Walls because   *****
    REM ***** I want the players to research   *****
    REM ***** it quicker (the default research *****
    REM ***** value for Destroy Walls is       *****
    REM ***** 750000)                          *****
    
    REM		Player		Research Type	Room or Spell		Research Value
    
    RESEARCH(	ALL_PLAYERS,	MAGIC,		POWER_DESTROY_WALLS,	500000)
    
    
    
    
    
    
    
    
    
    
    
    
    
    REM **********      MAIN SCRIPT       **********
    
    
    REM **********      IF COMMANDS       **********
    
    
    REM ***** The IF commands which will       *****
    REM ***** spring the parties on the player *****
    
    
    REM ***** First, detect whether a creature *****
    REM ***** has crossed the boundary of the  *****
    REM ***** fourth Action Point              *****
    
    
    
    REM ***** If the Action Point has been     *****
    REM ***** triggered then set FLAG0 to 1    *****
    
    
    
    
    
    
    REM ***** Next, detect when TIMER0 reaches *****
    REM ***** 20000 and, if FLAG0 is 1 then    *****
    REM ***** add PARTY1 to the map            *****
    
    REM	Player whose variable you want to look at	The variable name	
    
    
    
    REM ***** The second section will detect   *****
    REM ***** whether PLAYER0's creatures have *****
    REM ***** triggered Action Point 2. If     *****
    REM ***** they have then PARTY2 will be    *****
    REM ***** added to the map at Action Point *****
    REM ***** 1                                *****
    
    REM			Action Point	Which player you want to detect	
    
    
    
    
    REM ***** The third section will detect    *****
    REM ***** whether PLAYER0's creatures have *****
    REM ***** destroyed the Hero dungeon. If   *****
    REM ***** they have then PARTY3 and PARTY4 *****
    REM ***** will be added to the map at      *****
    REM ***** Action Points 1 and 2            *****
    
    REM	Player		Variable		Comparison	Value
    
    				The player the party is assigned to	Party Name	
    
    
    
    
    REM **********     OBJECTIVES AND     **********
    REM **********      INFORMATION       **********
    
    
    REM ***** I don't want to include any      *****
    REM ***** objectives and information as    *****
    REM ***** you can only view them on levels *****
    REM ***** specifically designed for The    *****
    REM ***** Deeper Dungeons. Since this      *****
    REM ***** level is an example level, it    *****
    REM ***** would be unfair to those who     *****
    REM ***** have not bought The Deeper       *****
    REM ***** Dungeons to include them.        *****
    REM ***** Instead, I have written them as  *****
    REM ***** REM statements. If you have The  *****
    REM ***** Deeper Dungeons and you want to  *****
    REM ***** see the level running with the   *****
    REM ***** objectives, just remove the REM  *****
    REM ***** statements from the start of the *****
    REM ***** lines                            *****
    
    
    REM ***** Starting objective               *****
    
    REM				Objective Number	Objective Text (must be within quotes)																					Player
    
    REM	QUICK_OBJECTIVE(	0,			"In the caves of Savactor, an rival Keeper battles with the tireless forces of good. Vanquish the pathetic heroes and them proceed to conquer the rival Keeper to gain dominance over this land.",	PLAYER0)
    
    
    REM ***** Objective if the Hero Dungeon is *****
    REM ***** destroyed                        *****
    
    REM				Objective Number	Objective Text (must be within quotes)											Player
    
    REM	QUICK_OBJECTIVE(	0,			"The corpses of the good lie strewn around you. Now go, and conquer your rival on this land. Dominion awaits ...",	PLAYER0)
    
    
    
    
    REM **********      WIN AND LOSE      **********
    
    
    REM ***** These are criteria you have to   *****
    REM ***** set to enable the player to win  *****
    REM ***** the level. I will not include a  *****
    REM ***** lose game command as the player  *****
    REM ***** will automatically lose when     *****
    REM ***** their Dungeon Heart is destroyed *****
    
    REM	Player		Variable		Comparison	Value
    
    IF(	PLAYER1,	DUNGEON_DESTROYED	==		1)
    
    	WIN_GAME
    
    ENDIF
    That is EXACTLY as it appears. Is sure makes for an awfully long post, sorry....
    Also: I DID remove some things that I thought only applied to heroes spawning in the world at certain points, I maaaay have accidently deleted something important.
    Last edited by Dramon; August 8th, 2012 at 04:37.

  4. #4
    Awakening Game Master Metal Gear Rex's Avatar
    Join Date
    Sep 2009
    Posts
    5,689

    Default Re: Problem with playing my own maps

    What map number is it? What run command did you use exactly? Can you post the map itself so that I may took a look at it?

    The error you describe isn't a script problem, and I believe I once encountered it before as well though I can't remember exactly how or what I was doing. Usually if there's something wrong with the script such as an incorrect command, the game ignores it. Script problems relate to the map's design itself, causing issues such as Heroes not spawning at action points, etc depending on the error itself.

    There are still some notable errors in your script, however.

    Code:
    DOOR_AVAILABLE(		ALL_PLAYERS,	WOOD,			0,			1)
    You pretty much made this mistake for all traps and doors. You set the first number to 0 (Can be Available) and the second one to 1. (Is Available) The result is having them available but having no icons.

    Code:
    MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_OBEY,		1,			10)
    10 should simply be 1, though it doesn't really matter as the game will consider it to be 1 anyways and will work properly.

    Code:
    				The player the party is assigned to	Party Name
    You should also delete this or put "REM" before it. Doesn't matter as much because again, the game ignores it.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

  5. #5
    Imp Dramon's Avatar
    Join Date
    Aug 2012
    Location
    With the dragons, somewhere
    Posts
    24
    Gamer IDs

    Steam ID: Moranaax

    Default Re: Problem with playing my own maps

    The number assigned to it is 201. The command that I use is this:
    Code:
    c:\users\tanadin\my documents\keeperfx\keeperfx.exe -level 201
    It SEEMS to launch correctly (all the opening screens as well as the intro are displayed correctly)...
    Do you mean like a screenshot, or what? I'm so new at this...

    *facepalm*
    *facepalm*
    *facepalm*
    (Actually those weren't my fault, that was the way the default script was written, I didn't do a thing to those. Should have caught them though.)

    I have fixed those errors in the script, thanks for catching them.

  6. #6

    Default Re: Problem with playing my own maps

    I think I've got the solution: maybe you haven't moved the level from editor folder to X\keeperfx\levels folder. By using the command -level N you mean the level N in X\keeperfx\levels folder. If N level in that folder doesn't exist, you will have the error you perfectly described (and I just tried before posting this). So try to move all the files Map00201.xxx from your editor folder to X\keeperfx\levels folder... Let me know if that worked...
    Post Scriptum: the best way to start a level is to go in "free levels/deeper dungeons" and then starting the level by there (of course the level must be in X\keeperfx\levels folder)...

  7. #7
    Imp Dramon's Avatar
    Join Date
    Aug 2012
    Location
    With the dragons, somewhere
    Posts
    24
    Gamer IDs

    Steam ID: Moranaax

    Default Re: Problem with playing my own maps

    *facepalm*
    STUPID
    I can't believe that I didn't think of that! Thank you SO MUCH!
    Thanks to all of you for all of your time, I really appreciate it. Now I can fix this darn thing's script because I can play it!

  8. #8

    Default Re: Problem with playing my own maps

    No problem. From what I see, you posted the example script from Map 201...

  9. #9
    Imp Dramon's Avatar
    Join Date
    Aug 2012
    Location
    With the dragons, somewhere
    Posts
    24
    Gamer IDs

    Steam ID: Moranaax

    Default Re: Problem with playing my own maps

    Pretty much, I edited it a bit, but I don't know how to do the script on my own. I'm really, really new at this.

  10. #10
    Dragon DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: Problem with playing my own maps

    There's beginning at everything. Just read this.
    I like dragons! They're the center of my life! I'll never forget them...



Similar Threads

  1. Problem with playing created maps
    By Majik in forum DK2 Mapmaking
    Replies: 17
    Last Post: February 22nd, 2013, 12:43
  2. Replies: 2
    Last Post: January 30th, 2013, 16:08
  3. Help playing my map.
    By Powtreeman in forum DK2 Mapmaking
    Replies: 3
    Last Post: April 13th, 2012, 15:11
  4. playing map problems
    By jamespclarke in forum DK2 Mapmaking
    Replies: 3
    Last Post: July 24th, 2011, 18:26
  5. Playing Dk2 with people?
    By Pillowpants in forum Dungeon Keeper 2
    Replies: 2
    Last Post: April 18th, 2011, 00:39

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •