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tennesseetitans
05-07-2007, 03:29 PM
If you have viewed my lastest thread entitled "Scripting Question," I would like to rephrase what I said. I am trying to combined different units into the same team that follow the same script to evacuate the city. Also, my trigger to create this team is malfunctioning. The event that I choose to fire this trigger was first damage from combat only. I slapped the tag onto my original teams that created the units that flee the city, meaning that when one of those units gets attacks, the trigger should fire. Let me put it into retrospect:


Team 1:
limo_create
script: limo_create
taskforce:limo
tag: team_flee_city (event=first combat damage, actions= destroy teams(including others, create team= flee_city

Teams 2 and 3:
service1 and 2_create
script: service_create(orders them to guard)
taskforce: service
tag: team_flee_city (same as above, action destroys this team as well)

Teams 4 and 5:
police1 and 2_create
script: police_create (orders them to guard)
taskforce: police
tag: team_flee_city (same as above, action destroys this team too)

Team 6:
vlad_create
script: vlad_create
taskforce: vlad
tag: team_flee_city (same as above)

Basically, a squad of 2 police cars, 2 secret service agents, 1 limo, and 1 civilian(Vladimir) are created. Once one of them is attacked, the trigger should force the individual teams to be destroyed and those individual units combine into one team to flee the city. Can anybody help me? Thank you.

apple23
05-07-2007, 10:18 PM
.... wat kind of editor are you using??? i dint understand that crap at all... If you use FA2 then tell us EXACTLY what you did step by step, in detail, with the script editor... And destribe the team_flee_city trigger as well.

*EDIT* If i am understanding this correctly, you worded this TERRIBLY wrong. I think you meant to say that you used a trigger to create the teamtype with the script to flee the city attached. I dunno though you are not making any sense at all...

*EDIT2* I read your other post, and for the civilians, i think you just set civillian=no and they won't wander. I don't know though, i haven't been in this situation for a long time.

tennesseetitans
05-08-2007, 08:29 PM
Instead of writing all of that out, I have decided to copy my map to place on this post. I have included a very informative readme along with it. Please download and take a look and see what you can do.

Thank you.

apple23
05-08-2007, 09:52 PM
The way you went about doing this, if it works as expected up to the point of fleeing, what would actually happen is that you would have 2 limos, 4 cop cars, 2 vlads, and 4 secret services, because the tirgger you used to destroy the teams would leave them alive and create the combined flee team,
which would behave as normal and leave,
where the old team would just sit there.

I have a good idea though. Make a government looking building, and as soon as it gets attacked, have the team be created right beside the building, display a text in the game like them saying "Lets get out of here!"
and then they flee to a safer location.Just make sure to make the police cars seperate from the limo team, because when you create a team with a transpoit in it, all units, including things that shouldn't be in the transport, appear in the transport and you cannot get them out unless the transport is destroyed. And just to make it a little fun, dont have them flee from the map, but rather have them just flee to a house in the city, and when it gets attacked they flee to another house, and so on...

In fact, that gave me an idea for a new mission to add to my series... as soon as i'm finished with the one i'm working on.

*EDIT* I made all of theese changes, removed your useless teams, triggers, and scripts, and I want to post the map on here. Only problem is that I don't know how to compress it into a .zip file.

like my vbCode stuff? i was just doing it for fun:D

Ok Here it is. I was ahving a little fun with ur race trigger. It dosen't totally work yet but it's cool:D

ghoststalker2004
05-09-2007, 03:14 AM
http://www.7-zip.org/

Install program
Right click on file
Click "add to archive"
(You can choose your "archive format" here. choose "zip" to create ".zip" file)
Click on "ok".

Hope this helps. :)

apple23
05-09-2007, 10:10 AM
thanks that helped ^^

ghoststalker2004
05-09-2007, 10:30 AM
No problem.

Almost forgot, welcome to the forums. :cool:

tennesseetitans
05-09-2007, 07:49 PM
Thanks apple23 for helping me with that problem.

Three other things I would like to know.

1. How exacatly do I tweak INI to prevent civilians from wandering around.

2. How do I prevent bridges from being destroyed(make the INI so destroying the bridges is impossible.

3. I would like to increase the AIs airforce potential. I know how to create AI triggers that order AI to create certain units; however, I do not no how to make AI build more than one Air Force Command. I figure that it somehow has to do with tweaking the INI.

Thanks again,
Tennesseetitans

Corsarus
05-09-2007, 11:23 PM
just thought I'd point out that it is spelled combine and combining.

not nagging, constructive recognizati0n:D

tennesseetitans
05-10-2007, 08:25 PM
Alright thanks. But I really need to know what do do with my problem. It is slowing my progress up.

apple23
05-11-2007, 06:25 PM
Thanks apple23 for helping me with that problem.

Three other things I would like to know.

1. How exacatly do I tweak INI to prevent civilians from wandering around.

2. How do I prevent bridges from being destroyed(make the INI so destroying the bridges is impossible.

3. I would like to increase the AIs airforce potential. I know how to create AI triggers that order AI to create certain units; however, I do not no how to make AI build more than one Air Force Command. I figure that it somehow has to do with tweaking the INI.

Thanks again,
Tennesseetitans

1. Edit the INI for all civillians and put civillian=no. I'm not totally sure about this though, you will want to check it out and look for any flags that look like they disable that option.

2. The Bridges indestuctible flag in Rules.INI dosen't do anything. Instead go to the "Basic" or "Special Flags" sectrion on your map and disable the Bridges Indestructible flag for the map,

3. I'm not totally sure how to tweak the AI's brain, but i don't think the AI rules are in the INI sections at all. You could try making a building using the create building trigger, but other than the convert all to house trigger, i dont know how to make it for the AI side. This kind of thing has been discussed recently in one of the modding forums, so check it out. I figure that AI editing is the next thing i'm going to start doing as soon as I find out how. I'll look around the RA2 folder ans search for some files that might be usefull.
And your welcome for helping you with that. I'll try to finish that race trigger and ill post the new version up here soon. Cya then!

tennesseetitans
05-12-2007, 09:12 AM
Alright, well I tried to disable the bridge section under special flags. I went under the special flags section in INI and went to bridges destryoable and entered in 'no'. However, the bridge still blew up in the game. Also, for the trigger, I tried to enter in action 125 which is create building at..., but that did not work. If I become really desperate, I may just make a completely new building under INI(but that would complicate the human construction list). I'll just have the AI build this new air force field. ANy other suggestions? :\

apple23
05-14-2007, 09:12 AM
Ok, i SPECIFICALLY said that the "bridges destroyable" flag in INI dosen't do anything. Go to the MAP and click on the EDIT section then go to the SPECIAL FLAGS section and uncheck/no the bridges destroyable flag.
And just so you know, the create building trigger only works if the trigger's owner is civillian or a country that is currently being used. So you could try doing that and making sure the com is a specific country. But i don't really know much about AI. Ask someone like Fenring, he's a whizz at this stuff.

tennesseetitans
05-14-2007, 03:56 PM
Alright, thanks again apple23. I will try doing this stuff now. If any one else has any other suggestions, I am always open to hearing them.

Thank you,
Tennesseetitans

apple23
05-19-2007, 06:08 AM
you should like, make this into a mission:p. I am, its really cool. Ill post it up here when its done.