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View Full Version : Script Help!!!!!!!


Condemer
07-27-2007, 05:36 PM
I'm trying 2 make the AI Build 15 Prism Tanks(SREF) and 15 Mirage Tanks(MTNK) and last but not least 5 IFV's(FV)

I get no errors when i go 2 play but the AI will NOT build the team... anyone have a map or walkthrough that can helpl me out !!??!?

Also wanna add my own tunes 2 my map (map only) Can I and/or how do i ??!!

Fenring
08-01-2007, 07:38 PM
You need an AI trigger to get the AI to actually USE the team type at all. However, the AI will be trying to get way too many units in this team so it will dissolve it every single time.

apple23
08-01-2007, 07:43 PM
How far did you go with this? did you just make the TaskForce? or did you make a TeamType, a Script and a TaskForce? we need to know those details before we can diagnose the problem.

*EDIT* And btw, MTNK is the grizzly tank. You're looking for MGTK. everything else in that Taskforce is good.

apple23
08-02-2007, 04:07 PM
lol time travel glitch again.
Anyway, why would it dissolve the teamtype? can the AI only handle so many tanks?

Fenring
08-02-2007, 07:09 PM
It's too many units for the AI to handle in a reasonable amount of time before it disrupts its ability to build. And despite what people say, the AI does not have infinite money so something of this magnitude would drain its funds to the point of empty.

You'd have to do some extra tweaking to get the AI to efficiently build teams like this. But to be honest, it's not really worth it. You can make the stock AI about sixty times more effective if you simply reduce the TeamDelays and AIHateDelays. That alone is a hell of a performance boost.

apple23
08-03-2007, 12:33 AM
what do those flags do? make them attack faster and more often?
and so you are saying that if the AI runs out of money, it stops building the team and drops the script?

Dracaveli
08-03-2007, 01:51 AM
I would only do this VIA map script...and make it a reinforcement but dependant on variables defined by you..so it doesnt seem scripted...still 35 plus units is way too much for one taskforce..unless infantry

Aro
08-03-2007, 05:02 PM
At the moment, i've got a campaign underway, and the AI Triggers are not working correctly. I've extracted WW maps and had a look at the way they've done it, but mine still do not work... Would anyone like to take a look at the maps, and tell me whats up with them?

Fenring
08-03-2007, 05:36 PM
Depends on what you mean by "not working."

Dracaveli
08-03-2007, 08:29 PM
I havent got around to designing campaign style AI yet, but if you look at westwood's design in the first couple of missions from any C&C game, they tend to use this as a chance to show off the "basic units" capabilities..not much in strategy is done....

Condemer
08-28-2007, 07:52 PM
Now i'm having an issue with units reinforcing (not actual reinforcement)

I have the scipt set up like this

0- Move to waypoint 0
1- Unload .... 2-Lose Transports Keep units
2- Attack 3-Harvesters
3- Attack 9-Power Plants
4- Attack 6-Factories
5- Attack 1-Not Specified

They will teleport in but they didn't attack me or the pc player that i was playing (offline) They don't attack anything they went to the top left portion of the screen and they just sat there !!!


HELP me plz
Thx in advance !!!!

Fenring
08-28-2007, 08:14 PM
I would use a move to structure instead of waypoint. You'll need one for each faction but it's a lot more effective than using a waypoint.

FlyingZ
08-28-2007, 08:48 PM
They don't unload?

If that then they might be overloaded

Condemer
08-28-2007, 10:49 PM
I would use a move to structure instead of waypoint. You'll need one for each faction but it's a lot more effective than using a waypoint.

You mean move to enemy building or regular move to structure ??

They don't unload?

If that then they might be overloaded

No they Chrono in m8, but they just move to the upper left corner of the map and just sit there and keep building up