Originally Posted by: Gameanater Well, now to try and help...
Since you're having to script the AI for whatever reason, did you have the AI first build a Supply Stash? if the AI does it out of order and finishing a Barracks before a Supply Stash, it will attempt to build an Arms Dealer but stop because it doesn't have a Supply Stash yet.
To answer your first reply, no the AI works in the mod. It operates off what i assume is a custom made SkirmishScript, as this is some complex stuff.
But i could be wrong, it's been so long since i've last seen the original Zero Hour SkirmishScript.
What i am actually doing is making the AI build a larger base, and take more use of the new structures that are introduced.
Thing is, this particular AI has actually worked before, it just so happens they don't as of now.
I hardly changed anything since they last worked.
And to be fair it might be fun to script from the bottom up, altho looking at how complex this is, i wouldn't want to try it.
As for your second message, the mod has this feature that GLA actually has mobile supply stashes, some trucks you can sent anywhere to collect supplies. Just from looking at the scripts i can tell it was some real hard stuff getting working for the mod devs.
Even then it still doesn't always work, and you often find a few of these trucks sitting in the AI's base.
Now i can see what you are getting at here, and that is actually a really good suggestion.
I will have to try it, altho.. There is already 1 script that should make the AI build an Arms Dealer after having 1 Supply Stash truck. But that one isn't functional either.
Anyways, i thought that the script might get ticked as 'done' by the AI for some reason. So i tried to make it a continuously checked script, altho this didn't work either. But i could of done something wrong, here's what it looks like:
Quote:
Script is subroutine (UNCHECKED)
Script is Active (CHECKED)
Script is Deactivated upon success (CHECKED)
Evaluate Script:
Every 30 seconds
If <this player> has equal to 0 structure type of 'Demo_GLAArmsDealer'
<this player> has greater then or equal to 1 structure type of 'Demo_GLABarracks'
*AND*
<This player> has greater then or equal to 1 unit type of 'Demo_GLASupplystash'
Then
build a building of type 'Demo_GLAArmsDealer'