i am looking for a way to extract the various megarandom maps into individual random map (.rms) files. i have a rms editor, but in the script the maps look like they are all fused together. i need help plz!
Well, they are, that's the point of MegaRandomi am looking for a way to extract the various megarandom maps into individual random map (.rms) files. i have a rms editor, but in the script the maps look like they are all fused together. i need help plz!
Well, they are, that's the point of MegaRandomi am looking for a way to extract the various megarandom maps into individual random map (.rms) files. i have a rms editor, but in the script the maps look like they are all fused together. i need help plz!
To extract them you'd need to go through the whole script and select one of the options every time you hit "if/else/endif" and remember what choices you made earlier and how it affects the choices made later so that you don't get lost in it.
Perhaps it would be easier if we made a topic where ppl could request individual maps from MR and I'd just extract them.
Well, they are, that's the point of MegaRandomi am looking for a way to extract the various megarandom maps into individual random map (.rms) files. i have a rms editor, but in the script the maps look like they are all fused together. i need help plz!
To extract them you'd need to go through the whole script and select one of the options every time you hit "if/else/endif" and remember what choices you made earlier and how it affects the choices made later so that you don't get lost in it.
Perhaps it would be easier if we made a topic where ppl could request individual maps from MR and I'd just extract them.
Yes, please. I would need all maps from MegaPack B,D,E and F (A and C I already extracted). Thanks in advance!
...
I'm serious.
I also have a request regarding Megarandom.
Earlier I asked for increasing no. of resources in Megarandom DM games, which was done in the final version.
Now the problem is that the resources now in DM MR are too much.
I guess, One big mine and 2 small mines will be enough in DM each game.
Can that be done ??
I know . But having the map already extracted would make some works for me little bit easier. Still thank you.
start_random
percent_chance 16 #define MEGAPACK_A
percent_chance 16 #define MEGAPACK_B
percent_chance 17 #define MEGAPACK_C
percent_chance 17 #define MEGAPACK_D
percent_chance 17 #define MEGAPACK_E
percent_chance 17 #define MEGAPACK_F
end_random
start_random
percent_chance 4 #define ATLANTIC_GO
percent_chance 4 #define DESERTFOX_GO
percent_chance 4 #define SOUL_GO
percent_chance 4 #define GOLDENHILL_GO
percent_chance 4 #define TREASUREISLANDS_GO
percent_chance 4 #define TINYLAKES_GO
percent_chance 4 #define TERRAPANGEA_GO
percent_chance 4 #define TERRACONTINENTS_GO
percent_chance 4 #define TEAMISLANDS_GO
percent_chance 4 #define TEAMCONTINENTS_GO
percent_chance 4 #define SOLIDCONTINENT_GO
percent_chance 4 #define MFOPLATEAU_GO
percent_chance 4 #define PLAINS_GO
percent_chance 4 #define PIZZA_GO
percent_chance 4 #define ONTARIO_GO
percent_chance 4 #define NEWTRILAKE_GO
percent_chance 4 #define MFOWOOGY_GO
percent_chance 4 #define MFOTWOSEAS_GO
percent_chance 4 #define MFORUMBLE_GO
percent_chance 4 #define ECCLOVER_GO
percent_chance 4 #define ARTIFICIAL_GO
percent_chance 4 #define GREATLAKE_GO
percent_chance 4 #define LANDBRIDGE_GO
percent_chance 4 #define HINTERLAND_GO
percent_chance 4 #define ARABIA_GO
end_random
start_random
percent_chance 4 #define HUGERIVERS_GO
percent_chance 4 #define LAKES_GO
percent_chance 4 #define HOMELAND_GO
percent_chance 4 #define VANISHEDLAKE_GO
percent_chance 4 #define ACCESSIBLEOASIS_GO
percent_chance 4 #define THEGOLDENNILE_GO
percent_chance 4 #define NICESLICE_GO
percent_chance 4 #define ZERO_GO
percent_chance 4 #define FAIRRIVERS_GO
percent_chance 4 #define AMAZONAS_GO
percent_chance 4 #define CONNECTEDISLANDS_GO
percent_chance 4 #define EMIGRATION_GO
percent_chance 4 #define ECATACAMA_GO
percent_chance 4 #define ECTSUNAMI_GO
percent_chance 4 #define ULTIMA1_GO
percent_chance 4 #define KILLINGFIELDS_GO
percent_chance 4 #define SEAHAVEN_GO
percent_chance 4 #define DISC_GO
percent_chance 4 #define MARSH_GO
percent_chance 4 #define ARCHIPELAGO_GO
percent_chance 4 #define ARENA_GO
percent_chance 4 #define BALTIC_GO
percent_chance 4 #define OASIS_GO
percent_chance 4 #define BAMBOOWORLD_GO
percent_chance 4 #define RIVERPIRATES_GO
end_random
start_random
percent_chance 4 #define GHOSTLAKE_GO
percent_chance 4 #define CONTINENTAL_GO
percent_chance 4 #define ESCANALS_GO
percent_chance 4 #define ESMOATS_GO
percent_chance 4 #define DUNES_GO
percent_chance 4 #define ESSHIPWRECK_GO
percent_chance 4 #define ESTEAMGLACIERS_GO
percent_chance 4 #define ESSEASONS_GO
percent_chance 4 #define ATLANTEANLAYOUT_GO
percent_chance 4 #define LANDOFLAKES_GO
percent_chance 4 #define MFOCENTRALSEA_GO
percent_chance 4 #define ESMETROPOLIS_GO
percent_chance 4 #define AMAZONWIDE_GO
percent_chance 4 #define PROMONTORIES_GO
percent_chance 4 #define MFOOVERTHERIVER_GO
percent_chance 4 #define BEACHBEACH_GO
percent_chance 4 #define BRINKFACE_GO
percent_chance 4 #define MFOFOURSEAS_GO
percent_chance 4 #define MONGOLIASUMMER_GO
percent_chance 4 #define COASTAL_GO
percent_chance 4 #define ISLANDS_GO
percent_chance 4 #define ECACCESSIBLEFOREST_GO
percent_chance 4 #define GHOSTSWAMP_GO
percent_chance 4 #define SMICHI_GO
percent_chance 4 #define PAVEDHIGHLAND_GO
end_random
start_random
percent_chance 4 #define CENTRALSMASH_GO
percent_chance 4 #define HIGHLAND_GO
percent_chance 4 #define YUCATAN_GO
percent_chance 4 #define MIGRATION_GO
percent_chance 4 #define MIGRATIONB_GO
percent_chance 4 #define ANATOLIA_GO
percent_chance 4 #define ECOUTWARDBOUND_GO
percent_chance 4 #define MEATBALLS_GO
percent_chance 4 #define ECHAMBURGER_GO
percent_chance 4 #define ECBORDERDISPUTE_GO
percent_chance 4 #define ECSCATTEREDISLETS_GO
percent_chance 4 #define ECATLANTEANRELICS_GO
percent_chance 4 #define MFODESERTCARAVANS_GO
percent_chance 4 #define ESPILGRIMS_GO
percent_chance 4 #define SURROUNDED_GO
percent_chance 4 #define SHOSHOLOZA_GO
percent_chance 4 #define MFODOUBLERIVERS_GO
percent_chance 4 #define MFODOUBLEBF_GO
percent_chance 4 #define MFODOUBLECOASTAL_GO
percent_chance 4 #define MFODOUBLEHIGHLAND_GO
percent_chance 4 #define MFODOUBLEMED_GO
percent_chance 4 #define MFODOUBLEYUCATAN_GO
percent_chance 4 #define MFODOUBLEARABIA_GO
percent_chance 4 #define BIGFOOT_GO
percent_chance 4 #define DEADLYCRACK_GO
end_random
start_random
percent_chance 4 #define WOODLAND_GO
percent_chance 4 #define GREENCIRCLE_GO
percent_chance 4 #define SLIPPERYSPRINGS_GO
percent_chance 4 #define LOCKEDTREASURES_GO
percent_chance 4 #define MICROPHONE_GO
percent_chance 4 #define SENNHEISER_GO
percent_chance 4 #define BANANAISLANDS_GO
percent_chance 4 #define SEALEDISLANDS_GO
percent_chance 4 #define SILENT_GO
percent_chance 4 #define STARDOM_GO
percent_chance 4 #define WETWOODLAND_GO
percent_chance 4 #define REVERSEDSOUL_GO
percent_chance 4 #define URBANISLANDS_GO
percent_chance 4 #define SANDMAZE_GO
percent_chance 4 #define THEDIVIDE_GO
percent_chance 4 #define CRYSTALISLANDS_GO
percent_chance 4 #define FARMISHING_GO
percent_chance 4 #define LOSTINBOGS_GO
percent_chance 4 #define WATERLAND_GO
percent_chance 4 #define BRAZILIAN_GO
percent_chance 4 #define ROOSTER_GO
percent_chance 4 #define CRATERLAKE_GO
percent_chance 4 #define BULTROMAP_GO
percent_chance 4 #define WATERHOLE_GO
percent_chance 4 #define LANTERN_GO
end_random
start_random
percent_chance 4 #define FAKESAFETY_GO
percent_chance 4 #define PRISONISLANDS_GO
percent_chance 4 #define TENTACLEISLE_GO
percent_chance 4 #define BIGMAC_GO
percent_chance 4 #define VELBON_GO
percent_chance 4 #define HIMALAYAS_GO
percent_chance 4 #define SHELLSHOCKED_GO
percent_chance 4 #define SIDEWOOD_GO
percent_chance 4 #define GANKSNEAKIN_GO
percent_chance 4 #define DARKBRIDGE_GO
percent_chance 4 #define ACER_GO
percent_chance 4 #define BASIN_GO
percent_chance 4 #define CASPIAN_GO
percent_chance 4 #define CLIFFYARENA_GO
percent_chance 4 #define ALIGATOR_GO
percent_chance 4 #define GLUEDWITHWOOD_GO
percent_chance 4 #define KINGF_GO
percent_chance 4 #define JDGROSSROX_GO
percent_chance 4 #define DOUBLEMIGRATION_GO
percent_chance 4 #define VERSACE_GO
percent_chance 4 #define DESERTSTRIPES_GO
percent_chance 4 #define DESERTDOTS_GO
percent_chance 4 #define DIAMONDFIELD_GO
percent_chance 4 #define TWINPUDDLES_GO
percent_chance 4 #define BUTTON_GO
end_random
start_random
percent_chance 100 #define MEGAPACK_F
end_random
start_random
percent_chance 100 #define DOUBLEMIGRATION_GO
end_random
I'm doing that :P .
Edit: Err... but wait so if I just set in the start everything to 0 and set the map which I want to 100% that map could still become a map which would not appear in the original MR?