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Offline A Jedi In Exile  
#1 Posted : Wednesday, July 23, 2014 10:58:27 PM(UTC)
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So my two question's are. How can you create starting units & building's on a map for skirmish? For example; loading up a map & having a prebuilt base \army ready for myself or others such as the AI. And how to create reinforcements to para-drop, by sea, etc. I appreciate all help given.

Thanks!
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Offline klingondragon  
#2 Posted : Thursday, July 24, 2014 1:57:47 AM(UTC)
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Simple answer is you cant
Complicated answer is use loads of scripts
If you make sure you always play as one faction in one starting position it might work if you place a building onto the team of that faction eg if you play as usa put usa buildings onto the team of skirmishamerica
It sounds like you actually want to make a mission which would make prebuilt bases quite easy but for skirmish you might as well just give up now
Offline klingondragon  
#3 Posted : Thursday, July 24, 2014 2:00:18 AM(UTC)
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Second question would be simple but what do you mean by parachute by sea
Either they parachute or they are transported by amphibious transport
Either way on skirmish hard to do on a mission simple
Offline klingondragon  
#4 Posted : Thursday, July 24, 2014 2:02:06 AM(UTC)
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I will give it all a go later and tell you then if it works or not
Offline acidbrain  
#5 Posted : Thursday, July 24, 2014 2:28:53 AM(UTC)
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You could try to set the parameter ´Already Build´ to yes in the skirmish buildlist, you can find the buildlist in ´AIData.ini´
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Offline klingondragon  
#6 Posted : Thursday, July 24, 2014 2:35:23 AM(UTC)
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Problem with that is that it would change for all maps and all players of that faction
Offline acidbrain  
#7 Posted : Thursday, July 24, 2014 2:37:06 AM(UTC)
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Not if you put the AIData in a map.ini
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Offline klingondragon  
#8 Posted : Thursday, July 24, 2014 2:38:49 AM(UTC)
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Of course but still would it work for human players
Somehow I think not
Offline A Jedi In Exile  
#9 Posted : Thursday, July 24, 2014 4:25:19 AM(UTC)
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I did think about doing a mission but I havn't touched anything dealing with that yet. & I tired to use skirmishAmerica but had no luck. I then tried PlyrAmerica aswell but no luck either. I got the units & buildings to stay on the map & got the reinforcements by air & sea working aswell but I can't seem to make the units mine from the start. Thus canceling out the reinforcements becuase they are not technically mine.
Offline acidbrain  
#10 Posted : Thursday, July 24, 2014 4:35:43 AM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
Of course but still would it work for human players
Somehow I think not


It would only work for AI, if you want a prebuild base you would have to make a mission or spawn the buildings at a waypoint in a skirmish map, player 0-7 method.

Edited by user Thursday, July 24, 2014 3:43:12 PM(UTC)  | Reason: wasnt awake enough

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Offline Rrtaya_tsamsiyu  
#11 Posted : Thursday, July 24, 2014 2:13:34 PM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
Originally Posted by: KlingonDragon Go to Quoted Post
Of course but still would it work for human players
Somehow I think not


It would only work for AI, if you want a prebuild base you would have to make a mission or spawn the buildings at a waypoint in a skirmish map, player 1-7 method.


So, jedi, the answer to your original question about a prebuilt base is Yes. But it would take a lot of scripting.

and to add to the topic, acid, as far as i know the way to pre-build buildings would be to just use the player0-7 method, define what faction is at what starting point, then place the correct buildings, right? i'm not seeing why you would need to mess with AIData.. unless that has something to do with ai's auto selling stuff.

And a side note, i don't know if it's possible, but if the scripting can tell when there's no player at a starting point then it could spawn a small village or town at that start point, lol.
one soul at a time
Offline acidbrain  
#12 Posted : Thursday, July 24, 2014 3:29:35 PM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
i'm not seeing why you would need to mess with AIData.. unless that has something to do with ai's auto selling stuff.

I see some of it sometimes

Originally Posted by: A Jedi In Exile Go to Quoted Post
loading up a map & having a prebuilt base \army ready for myself or others such as the AI.

or others such as the AI
Read, the buildlist stuff was the answer for the ai part of his question

I made maps with AIData in a map.ini so tha ai builds the base on a totally different way, in the AIData is the skirmishbuildlist so i see why you would need the AIData.

Here is an example of 1 of my map.ini's:
Code:

AIData
  SideInfo AmericaAirForceGeneral
    SkillSet1
      Science = SCIENCE_AirF_CarpetBomb
      Science = AirF_SCIENCE_A10ThunderboltMissileStrike1
      Science = AirF_SCIENCE_A10ThunderboltMissileStrike2
      Science = AirF_SCIENCE_A10ThunderboltMissileStrike3
      Science = SCIENCE_SpectreGunship1
      Science = SCIENCE_SpectreGunship2
      Science = SCIENCE_SpectreGunship3
      Science = SCIENCE_DaisyCutter
    End
  End

  SkirmishBuildList AmericaAirForceGeneral
    Structure AirF_AmericaCommandCenter
      Name = AirF_CommandCenter
      Location = X:0.00 Y:0.00
      Rebuilds = -1
      Angle = 315.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-1
      Location = X:170.00 Y:180.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaSupplyCenter
      Name = AirF_SupplyCenter-1
      Location = X:600.00 Y:180.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaBarracks
      Name = AirF_Barracks
      Location = X:250.00 Y:0.00
      Rebuilds = -1
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaWarFactory
      Name = AirF_WarFactory-1
      Location = X:0.00 Y:200.00
      Rebuilds = 0
      Angle = 315.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaAirfield
      Name = AirF_Airfield-1
      Location = X:100.00 Y:-220.00
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-2
      Location = X:0.00 Y:400.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaSupplyCenter
      Name = AirF_SupplyCenter-2
      Location = X:-200.00 Y:-650.00
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaStrategyCenter
      Name = AirF_StrategyCenter
      Location = X:350.00 Y:180.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-3
      Location = X:500.00 Y:450.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPatriotBattery
      Name = AirF_PatriotBattery_CE_R-1
      Location = X:-900.00 Y:100.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaParticleCannonUplink
      Name = AirF_ParticleCannonUplink-1
      Location = X:500.00 Y:50.00
      Rebuilds = 0
      Angle = 315.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-4
      Location = X:580.00 Y:320.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPatriotBattery
      Name = AirF_PatriotBattery_FL_L-1
      Location = X:-650.00 Y:350.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPatriotBattery
      Name = AirF_PatriotBattery_FL_R-1
      Location = X:-350.00 Y:680.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaSupplyDropZone
      Name = AirF_SupplyDropZone-1
      Location = X:-130.00 Y:-320.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-5
      Location = X:430.00 Y:-90.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaAirfield
      Name = AirF_Airfield-2
      Location = X:250.00 Y:420.00
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-6
      Location = X:350.00 Y:-220.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaSupplyDropZone
      Name = AirF_SupplyDropZone-2
      Location = X:120.00 Y:-420.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaSupplyDropZone
      Name = AirF_SupplyDropZone-3
      Location = X:300.00 Y:600.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaPowerPlant
      Name = AirF_PowerPlant-7
      Location = X:250.00 Y:700.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaFireBase
      Name = AirF_FireBase_CE_R-1
      Location = X:-800.00 Y:150.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaFireBase
      Name = AirF_FireBase_FL_L-1
      Location = X:-735.00 Y:350.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
    Structure AirF_AmericaFireBase
      Name = AirF_FireBase_FL_R-1
      Location = X:-330.00 Y:760.00
      Rebuilds = -1
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
  End
End


If you set 'InitiallyBuilt' to yes for all structures the ai starts with a base ready to go, so again i see the use of it, maybe im wrong, happens all the time when im not right.
You can make a copy of the AIData.ini buildlists so all ai gens start with already build bases.
And maybe if you make a 8 player skirmish map with 2 startingpoints in each corner, 1 for a player and 1 for an ai(the ai general is the general the player wants to play with), at the start of the game transfer the whole ai general to the player in that corner, maybe you can make a mod with an empty faction with only an invisble startbuilding which has a DeletionUpdate module so when the teams are transfered the original invisible startbuilding from the player gets deleted, if you play against an ai leave the 2nd startpos in the corner unselected.
All of this is just a thought but fuel for some testing dont you think?

Edited by user Thursday, July 24, 2014 3:36:14 PM(UTC)  | Reason: Not specified

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Offline klingondragon  
#13 Posted : Thursday, July 24, 2014 4:09:51 PM(UTC)
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Awfully complicated
The best way is to make various missions with the same basic map but different factions
Missions are simple to do if you can get the first one to work the rest are a piece of piss
Offline acidbrain  
#14 Posted : Thursday, July 24, 2014 4:18:01 PM(UTC)
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Did a test with the tranfer and it works, 2 startpositions in 1 corner, 1 for me and 1 for USA AI general added a map.ini, copied the USA buildlist
Code:

AIData
  ;Skirmish AI Build List
  SkirmishBuildList America
    Structure AmericaCommandCenter
      Location = X:501.22 Y:546.25
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = No
      AutomaticallyBuild = Yes
    END ;Structure AmericaCommandCenter
    Structure AmericaPowerPlant
      Location = X:770.43 Y:727.79
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:759.90 Y:555.84
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:374.82 Y:371.69
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:477.11 Y:174.62
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:189.19 Y:522.00
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:418.35 Y:827.10
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaAirfield
      Location = X:767.04 Y:376.40
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaAirfield
    Structure AmericaBarracks
      Location = X:247.52 Y:734.59
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaBarracks
    Structure AmericaParticleCannonUplink
      Location = X:594.59 Y:635.72
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaParticleCannonUplink
    Structure AmericaStrategyCenter
      Location = X:384.36 Y:652.24
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaStrategyCenter
    Structure AmericaSupplyDropZone
      Location = X:515.66 Y:347.88
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:637.41 Y:490.20
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:488.83 Y:760.27
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:322.39 Y:502.03
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaWarFactory
      Location = X:650.93 Y:843.45
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaWarFactory
    Structure AmericaWarFactory
      Location = X:259.56 Y:289.71
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaWarFactory
    Structure AmericaPatriotBattery
      Location = X:676.07 Y:670.51
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = Yes
      AutomaticallyBuild = No
    END ;Structure AmericaPatriotBattery
  END ;SkirmishBuildList FactionAmerica
END


Transfered the USA AI with this script
Code:

*** IF ***
    True.
*** THEN ***
  [???]All assets of Player 'player1' are transferred to Player 'player0'

It's still a bit messy with the music and a few missing strings but that can be solved, this was a quick test, the EA buildlist is also a mess but that can be solved also, run the map with scriptdebugger and check if you get a message that the ai cant't build a building and adjust the coordinates until the ai builds the building without that message, if you check the buildlist in my previous post you will see that there are no messages that the ai cant build a building, it was a *censored*load of work to get it that way but it was worth the effort.
And the testing goes on...Big Smile

Edited by user Thursday, July 24, 2014 4:26:39 PM(UTC)  | Reason: Not specified

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Offline acidbrain  
#15 Posted : Thursday, July 24, 2014 4:23:17 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
Awfully complicated
The best way is to make various missions with the same basic map but different factions
Missions are simple to do if you can get the first one to work the rest are a piece of piss


nag nag nag sheldon, you take the easy way, it's fun to do some different stuff every now and than, 'the best way' is to do it in a different way and discover new areas.
The box is for the lazy mind, step out every now and than, it's fun.

Edited by user Thursday, July 24, 2014 4:24:57 PM(UTC)  | Reason: Not specified

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Offline klingondragon  
#16 Posted : Thursday, July 24, 2014 4:25:20 PM(UTC)
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The best way is the quickest most efficient and easiest way
I have a mathematical and logical mind and in maths its all about shortcuts
Offline acidbrain  
#17 Posted : Thursday, July 24, 2014 4:30:15 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
The best way is the quickest most efficient and easiest way
I have a mathematical and logical mind and in maths its all about shortcuts


The whole universe is math, do the math yourself.
This is about fun and discovering stuff, a whole bunch of people were experimenting and discovering new stuff until Einstein made the shortcut, E=mc².
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Offline klingondragon  
#18 Posted : Thursday, July 24, 2014 4:33:15 PM(UTC)
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Technicolor not true
E=mc^2 is a simplified formula
None the less you've proven my point people stopped trying after Einstein because he found the shortcut
If you truly wish to discuss physics I would be more than happy to
Offline klingondragon  
#19 Posted : Thursday, July 24, 2014 4:33:57 PM(UTC)
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* technically not technicolour
Offline acidbrain  
#20 Posted : Thursday, July 24, 2014 4:37:56 PM(UTC)
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ok than here's a good topic to talk about.

The flower of life, know that, now thats pure math, the whole universe and all in it is based on the flower of life.

Edited by user Thursday, July 24, 2014 4:41:15 PM(UTC)  | Reason: Not specified

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