Your syntax is really bad. You are missing ending ; in the first rmSetAreaSize you forgot the first , .
Errors are in bold, explanations in italics.
void main(void){
rmSetStatusText("",0.01);
// Map Size Generation
int myTiles = 8000;
if(cMapSize == 1)
{
int myTiles = 12000; myTiles is already defined
}
int mySize = 2.0*sqrt(cNumberNonGaiaPlayers * myTiles);
rmSetMapSize(mySize,mySize);
rmSetSeaLevel(2.0);
rmSetSeaType("Greek River");
rmTerrainInitialize("grassA"); All maps must be initialized with a base terrain. This terrain can be water or a land terrain type. I don't know that you can initialize the terrain as a forest type.// Make Land Area
int landAreaID=rmCreateArea("land area");
rmSetAreaSize(landAreaID, rmAreaTilesToFraction(5200),rmAreaTilesToFraction(5500)); synrmSetAreaTerrainType(landAreaID, "GrassB");
rmSetAreaBaseHeight(landAreaID, 1.0);
rmPaintAreaTerrain(landAreaID); You must build an area before you can paint it. First you must use rmBuildArea(landAreaID); // Make Ponds Area
int smallPondsID=rmCreateArea("small ponds");
rmSetAreaSize(smallPondsID, rmAreaTilesToFraction(2500), rmAreaTilesToFraction(2800)); syn
rmSetAreaWaterType(smallPondsID, "Greek River"); syn
rmSetAreaTerrainType(smallPondsID, "GrassB");
rmSetAreaBaseHeight(smallPondsID, 0.0);
rmPaintAreaTerrain(smallPondsID); You must build an area before you can paint it. First you must use rmBuildArea(smallPondsID); everything from this point on will do nothing since you have built the area already. These commands must all occur before you build the area. Keep in mind the map is generated linearly line by line.rmSetAreaMinBlobs(smallPondsID, 5);
rmSetAreaMaxBlobs(smallPondsID, 8);
rmSetAreaMinBlobDistance(smallPondsID, 15.5);
rmSetAreaMaxBlobDistance(smallPondsID, 20.0); max, min and blob were reversed
rmSetStatusText("",0.40);rmPlacePlayersCircular(0.5, 0.5, rmDegreesToRadians(0.0));
At first glance there seems to be nothing wrong here but you are putting the players too far out, a radius of .5 will often place players on the very edge and as a result the TC and other stuff doesn't place. Try sticking with 0.4 or there abouts and tweaking from that standard.
for(i = 1; <= cNumberNonGaiaPlayers)
{
int id = rmCreateArea("Player"+i);
rmSetAreaBaseHeight(id,4.0);rmSetAreaCoherence(id,1.0);
rmSetAreaHeightBlend(id,2);
rmSetAreaLocPlayer(id,i);
rmSetAreaSize(id,0.001,0.001);
rmSetPlayerArea(i,id);
rmSetAreaTerrainType(id,"GrassB");
rmBuildArea(id);
int startingSettlementID = rmCreateObjectDef("Starting Settlement"+i);
rmAddObjectDefItem(startingSettlementID,"Settlement Level 1",1,0.0);
rmPlaceObjectDefAtLoc(startingSettlementID,i,rmPlayerLocXFraction(i),rmPlayerLocZFraction(i),1);
Though there is nothing wrong with doing it this way it just as easy to define one object and give it constraints and then place it for each player using rmPlaceObjectDefPerPlayerint CameraID = rmCreateObjectDef("Camera Start"+i);
rmAddObjectDefItem(CameraID,"Camera Start",1,0.0);
rmPlaceObjectDefAtLoc(CameraID,i,rmPlayerLocXFraction(i),rmPlayerLocZFraction(i),1);
}
rmSetStatusText("",0.60);
rmSetStatusText("",0.80);
rmSetStatusText("",1.00);
}All in all a few syntax errors. To fix syntax create a file in notepad, enter debugRandomMaps and save as user.cfg in your AOM\startup folder.
In AOM, the debugger will fire up and help you locate your syntax errors one at a time, you can alt-tab out make changes and then reload the map. Please note right now you cannot do this (debug) in TT so if you want to use TT objects, terrains it is best to script the map in AOM using some other objects and terrains and then change them for TT.What remains is a good many logic errors. You seem quite new to scripting but keep playing around at it. When I was first learning this language I found it useful to constantly refer to an existing map as a guide for the syntax and semantics.