Colonel Joined: 10/13/2008(UTC) Posts: 782
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I know there is this bug that the order is screwed up and some of the scripts end up in the wrong folder and i also remember that somebody fixed this somehow but i cant find the topic. help any1?
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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You could fix it by normal importing all scripts for all factions and subfactions. Then saving the different folders of scripts as the correct factions; SkirmishAmerica.scb, SkirmishAmericaAirforceGeneral.scb, etc. Once you have saved all script folders individually. Create a new map, add Skirmish Players, the at scripts, highlight the folder you want fill with scripts; example, highlight SkirmishAmerica, then Import SkirmishAmerica.scb. Once you've done it. Save all scripts. Edited by user Sunday, July 22, 2012 8:09:54 AM(UTC)
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Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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Colonel Joined: 10/13/2008(UTC) Posts: 782
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ok gotcha but somebody already did all of that and uploaded it here. but i cant find it anymore :(
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Private Joined: 6/6/2012(UTC) Posts: 27
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Sorry I haven't been here for a while.
> Create new map > Add Skirmish Players > Delete PlyrCivillian > Import Skirmish Scripts > Add Skirmish Players
Hope it helps. |
'As always, Have nice day.' - FPSRussia |
1 user thanked DecliningAtom52 for this useful post.
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Colonel Joined: 10/13/2008(UTC) Posts: 782
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hope that will do the trick. thank you very much.
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General Joined: 12/11/2007(UTC) Posts: 1,622 Location: CA, USA
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Here's the sorted scripts.
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2 users thanked Drummin for this useful post.
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Colonel Joined: 10/13/2008(UTC) Posts: 782
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thanks thats even better than the instructions :D ill download and use it later. thanks again Edited by user Wednesday, July 25, 2012 5:35:27 PM(UTC)
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Captain Joined: 11/19/2012(UTC) Posts: 55 Location: south africa durban
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are these scripts the fixed version of the normal ai scripts? i have nothing to compare it to.
I noticed after looking at the scripts that there are no referances to backdoorpath, centerpath or flank waypoints/paths, is this ment to be like this? also noticed that plenty scripts are set to units must hunt or guard, is this ment to like this as well? (im guessing these type of scripts going to cause heavy lag on some maps because of path finding)
thanks
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I'm still learning! |
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Colonel Joined: 10/13/2008(UTC) Posts: 782
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those are standard AI scripts, only with fixed order. they are in wrong folders if you import them from your zero hour directory. drummin fixed that and uploaded the fixed .scb file here. besides this fix he didnt change anything. and those special waypoint paths are definitely used somewhere in this scripts. but they lag anyhow... Edited by user Saturday, December 1, 2012 7:56:14 AM(UTC)
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