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Can a unit or team be instructed to hunt for a specific type of structure?
Captain Joined: 5/11/2016(UTC) Posts: 85
Thanks: 5 times Was thanked: 4 time(s) in 4 post(s)
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I want an AI opponent to be able to send a specific air wing to hunt for any airfields the player builds. I'm putting together a Generals Challenge mission, and I've found this general to be particularly vulnerable to aerial attacks, ESPECIALLY from the Aurora Alpha, so thinking like a person, they'd want to try and target the planes before they ever leave the ground. Where and how do I define attack priority lists? Edited by user Saturday, September 9, 2017 1:27:34 PM(UTC)
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Well , as I think this is going to be so much DIFFICULT ! 1. Priority list to make the airfields the most important Targets ... 2. Make Areas ... You'll need to make many Areas ; The more Smaller Areas , The more Efficient Work . 3. Just a couple of Testfor Conditions for each Area . 4. Good Luck ! 5. Have Fun ... 6. Rule 5 7. Sorry ... Nothing ... Edited by user Sunday, September 10, 2017 2:27:51 PM(UTC)
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Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Captain Joined: 5/11/2016(UTC) Posts: 85
Thanks: 5 times Was thanked: 4 time(s) in 4 post(s)
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OK, I figured this out. Ended up using multiple scripts. Even added different taunts which the enemy General uses each time it works. ArtilleryOnDoorstepQuote:*** IF *** Player 'ThePlayer' has Greater Than 0 unit or structure of type 'LongRangeBallistics' in the area 'WestGateReactionZone' *AND* Team 'AirCounterArtilleryJet' has one or more units. *** OR *** Player 'ThePlayer' has Greater Than 0 unit or structure of type 'LongRangeBallistics' in the area 'SouthGateReactionZone' *AND* Team 'AirCounterArtilleryJet' has one or more units. *** THEN *** Team 'AirCounterArtilleryJet' begins hunting. Enable Script 'CounterArtilleryMiGNewTarget'. CounterArtilleryMiGNewTargetQuote:*** IF *** Player 'ThePlayer' has Equal To 0 unit or structure of type 'LongRangeBallistics' in the area 'WestGateReactionZone' *AND* Player 'ThePlayer' has Equal To 0 unit or structure of type 'LongRangeBallistics' in the area 'SouthGateReactionZone' *** THEN *** Team 'AirCounterArtilleryJet' stops. Enable Script 'ArtilleryOnDoorstep'. NoCampingTauntIncrementQuote:*** IF *** Player 'ThePlayer' has lost an object of type 'LongRangeBallistics' (can be an object type list). *AND* Team 'AirCounterArtilleryJet' is completely outside area 'SyriaBasePerimeter' (Surfaces Allowed: Ground or Air). *** THEN *** Add 1 to counter 'CounterArtilleryKillCount' TauntsQuote:*** IF *** Counter 'CounterArtilleryKillCount' IS Equal To 1 *** THEN *** Show military briefing String: 'CounterArtillery:1' for 5500 milliseconds. Quote:*** IF *** Counter 'CounterArtilleryKillCount' IS Equal To 2 *** THEN *** Show military briefing String: 'CounterArtillery:2' for 6000 milliseconds. etc. I defined the Object List 'LongRangeBallistics' to include rocket buggies, scud launchers, inferno cannons, tomahawks, etc. - anything the player would normally just park outside the range of a fixed defensive structure and chip away at it.
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Can a unit or team be instructed to hunt for a specific type of structure?
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