AdrianeMapMaker
9 years ago
Mapping And Modding Tutorials Made By AdrianeMapMaker:
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How To Do An Ai That will Create Units In Mission
In this Tutorial i Will Tell You How To Make an Ai That Will Create Their Own Units In Mission

Content Of The TuTorial:
-Scripting (Phase1)
A-Scripting:Triggers To Build
B-Make A Script That "Subroutine And Active"
C-AI Scripts
-Implementing (Phase2)
A-Creating Teams
B-Implement Scripts


Ok Let Get Started,Now Open The WorldBuilder

This Will Be The Phase1-A:Triggers:
Create This Scripts:


Script1:This Will Be The "On and off" Trigger For Your Ai To Build , This Script is Very Useful When Your Mission is Have An a "Intro".
ScriptName:FlagBuild


***If***
True
***Then***
Set Flag Named 'FlagBuild' To False
Set Player 'Gla' Unable To Build Units
Set Player 'Gla' Unable To Build Buildings
Set timer 'intro end' expire in _sec


Script2:This Script Which allow Now The Ai To build
ScriptName:AiBuildtrigger



***If***
Timer named 'intro end' expired
***Then***
Set the Flag named 'FlagBuild' to true



Script3:This Script Which allow Now The Ai To build now
ScriptName:AiBuildnow


***If***
Flag Named 'FlagBuild' Is True
***Then***
The Player 'Gla' is Able To Build Units
The Player 'Gla' Is Able To Build Buildings


Ok Your Done With The Phase1-A, Ok Lets Do The Phase1-B

This Phase Will Tell You How To Make A Script A "Subroutine And Active or Even Deactivated Upon Success".(If You Know How To Do This ,Your free To Skip This Phase)


Now How? This Will Be the Directory


Open The Wb>Click Edit>Edit Scripts>Click A Script>Now You Are On The Script Properties right>Now Try To Look Down , You Will see The Box For Subroutine,For Active,And For Deactivate Upon Success.UserPostedImage
Now,We Will Need To Skip This For Now.


Lets Get Started With The Phase1-C.
This Will Be The C:Ai Scripts:
Create This Scripts:

Script3:This Will Be The Build Condition For The Ai Teams
ScriptName:BuildCondition1 "Subroutine And Active
"

***If***
True
***Then***
Null Operation (Does Nothing.)


Script4:This Will Be The Generic Behavior of Your Teams.
ScriptName:Hunt "Subroutine And Active
"

***If***
True
***Then***
Team Named ''Set To Hunt.


Script5:This Will Be Like The Second Behavior Of Your Team
ScriptName:Hunt Idle "Subroutine And Active"

***If***
True
***Then***
Team Named ''Set To Hunt.


Ok Your Done With The Phase1 Horaayy!!

Now Lets Get Started With The Phase2:Implementing:
This Will Be The Phase2-A:Creating Teams:


This will The Directory To How you Can Build Your Own Teams For Your Ai Player.
Open The Wb>Click The Edit>Edit Teams> Then Click The Player That You Want To Have A Team.


Done With This,Now To The Phase2-B.
In This Phase We Will Now Just Implement The Subroutine Scripts In your Own Made Teams

Now How? Let Start.


Click The Teams Then> Follow The Picture

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Yey You'd Finish The Tutorial

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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acidbrain
9 years ago
I have 1 tip...
If you use generic scripts in a mission then always be sure that it is a pulse so use a flag for instance...
The following scripts are subroutines which are active and dont deactivate on succes.

***IF***
Flag attack is false
*AND*
Player has units in area blabla
***THEN***
Team starts hunting
Set flag attack to True
And the reset of the flag when the area is save again...

***IF***
Flag attack is true
*AND*
Player doesnt have units in area blabla
***THEN***
Team starts guarding
Set flag attack to false
The reason for this is that when a subroutine is running and it remains true a team starts running and stands on the same place while running, you can see this very good with infantry, had that a lot when i just started scripting.
You only use this method in generic scripts because the scripts on the behavior tab are pulses...
Panem et kirkinses
zero hour mad map maker
9 years ago
That's a handy tutorial! Nice work!

Thanks for the added tip AcidBrain!
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
AdrianeMapMaker
9 years ago
How My Ai Build Their Own Upgrade's In Mission
This Tutorial is Very Useful When You Want a Mission Is To Become like in Brutal Mode

This is Very Simple
Create This Scripts:

Script1:This Will The "Off" Trigger For Your Ai To Build Those Upgrades
ScriptName:TriggerUpgrades


***If***
True
***Then***
Set Flag To 'BuildUpgrades' To False
Set Timer 'Build' To Expire in 250Sec


Script2:This Script Will Command The Flag To Set "On"
ScriptName:TimerForBuild

***If***
Timer 'Build' Expires
***Then***
Set Flag Named 'BuildUpgrades' To True


Script3:This Will Be The Upgrades for Your Team
ScriptName:Upgrades

***If***
Flag Named 'BuildUpgrades' IS True
***Then***
Have An Ai Player 'Gla' Build This Upgrade [???]
Have An Ai Player 'Gla' Build This Upgrade [???]


Finish!!! Now Your Ai Will BE More Brutal Just Like The Human Player's

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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AdrianeMapMaker
9 years ago
How My Ai Garrison Far Positioned Buildings In Skirmish
In This Tutorial I will Tell You How Your Skirmish Ai Will Garrison/Enter to A Far-Positioned Building

This is So Easy

Try To Click The The Building That You Want to Entered By The Ai Player
(Make Sure Your Building is can Be reach By The Ai Player)

Then Now, Insert The Name Of The Player And Number of it Then> The Number Of The Building, Just Like This:

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By The Way , There Was Only 3 Buildings That can Garrison Of the Ai

Ex:This Is How You Do it Guys
Player1 Garrison1
Player1 Garrison2
Player1 Garrison3


Now You Have An Skirmish Ai That Garrison a Buildings
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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AdrianeMapMaker
9 years ago
How My Ai Build Their Own Buildings In Mission
In This Tutorial I will Tell You How Your Own Ai Will Build Buildings On Your Own Right-Spot

Lets Get Started,

This Is Simple,This Will Be The Directory:
Open The WorldBuilder>Now Go Find The Building List Tool At The Tool Tab



Great You've Find The BuildingList Tool,Now,Lets Start Using That Tool,.
(After You Click This Tool, 2 Tabs Will Pop-up The PickAUnit-Tab And the BuildList-Tab)


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Now Click the Player Lets says ,Your Ai Player IS Gla> Then Pick A Unit in The PickAUnit-Tab , Pic The GlaArmsDealer Then> Click And Drag (Just Like The Place Object-Tool Logic)

By The Way In This Tool ,You Can Also Do :
-A Building That Will Be Rebuild
-Make A Sequence For your Ai To Build Just Like This:


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Congratz Your Done ,You Know Now What IS the Use Of The Building list Tool.
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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AdrianeMapMaker
9 years ago
How to Make a Ending For Your Mission
The 'defeat/Win' Stuff For Your Mission.

This Is Pretty Basic
There's Only 2 Script for That

The Enabling Script.In This Example,You May See That The Unit Is The Trigger for you to defeat, You Can Use Any Condition For You To Be Defeated.
ScriptName: Defeated Enabled

**if**
This 'Unit' is Destroyed
**then**
Play Music Track 'Glaf' (fade in) Yes (Fade Out) yes
Set Timer For 'ActualDefeatSript' to Expires on 8sec.


The Actual defeat Script , This Script will 'End The Game'

ScriptName: Defeated

**if**
Timer Named 'ActualDefeatScript'
**then**
Show 'Defeated Window' and End Game


Then For The Win Stuff .. Just do The Same Thing ,But Use Another Scripts.



The Script That Used In Tutorial:Helpful For Beginners
[Script]Seconds Countdown Timer -Set-
[Multimedia]Play a Music track
[Multimedia]Announce Defeat

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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NewtronGamer3
9 years ago

How My Ai Build Their Own Buildings In Mission
In This Tutorial I will Tell You How Your Own Ai Will Build Buildings On Your Own Right-Spot

Lets Get Started,

This Is Simple,This Will Be The Directory:
Open The WorldBuilder>Now Go Find The Building List Tool At The Tool Tab



Great You've Find The BuildingList Tool,Now,Lets Start Using That Tool,.
(After You Click This Tool, 2 Tabs Will Pop-up The PickAUnit-Tab And the BuildList-Tab)


UserPostedImage


Now Click the Player Lets says ,Your Ai Player IS Gla> Then Pick A Unit in The PickAUnit-Tab , Pic The GlaArmsDealer Then> Click And Drag (Just Like The Place Object-Tool Logic)

By The Way In This Tool ,You Can Also Do :
-A Building That Will Be Rebuild
-Make A Sequence For your Ai To Build Just Like This:


UserPostedImage


Congratz Your Done ,You Know Now What IS the Use Of The Building list Tool.

Originally Posted by: adrianemapmaker 



Thanks Adriane, that's helpful, i should try that out. I've always wondered why the buildings changed colors in EA's missions. You are good at map making.
(removed signature image, please pick a much smaller one -pk)
AdrianeMapMaker
9 years ago
How to Skin Using Gmax Using UVW Unwraping
Handy tool Made In Gmax


Lets get Started
1.Go to Your 'Model' and Right Click

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2.Covert to,Make it to 'Editable Mesh' Then

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3.Find Your 'Tga' or The Image Using 'Asset Browser' in The 'Hammer tool' Then Drop And Drag it To Your Model

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3.Find 'Modifiers' At The Tool Tab Then Click 'UV Coordinates' Then Click'Unwrap UVW'

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4.Click 'Edit' On The Parameters (After Clicking This ;The UVW Editing Tab will Pop up)

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5.Now Unwrap them ,Click The Unwrap In The Modifier List Then Click 'Select faces'

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6.Now The Faces of your Model ;There's three angle to be unwrap the X Y Z Angles

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7.Click a Face on The Model That You Want

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8.After Clicking The Preferred 'Face' Of The Model Correctly Click 'Plannar Map' ;This Will Pick The Preferred Angle In The UVW Editing Tab ; So You Can Drag Them Properly in your Preferred Color/Skin:

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9.Repeat all The steps To Map All The Faces of The Model

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Now Your Done With Skinning ; Leave a Thank[grin] [+1]


[b]There Are Alternative Skinning tutorial Made By Luckie :Here
 

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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AdrianeMapMaker
9 years ago
How To Use FinalBig Program
I Made This Because To Help Beginners To Understand Modding So By Using Final Big Quickly , Help Other Modder's To Explain How Final Big Works And How To Use It Properly IN Just One Tutorial.

I Am Wasting Big Time In Every Mod I Make Where I Just Explain How Final Big Works So Here Is it:

Description:
Finalbig.exe  Is A Viewer And Editor Of .Big Files ,It Hold The Structure or The Directory Of Every Files In There ,Very Useful In ZeroHour And VanillaGenerals Modder


Caution: Before Extracting,Editing Files Make Sure You Had A Back Up

Features:
Can Extract .big Files
Can Hold Structure/Directory Of Any Files.
Useful In Modding
Can View .W3d Files
Can View .Tga Files


How To Use It:
Open FinalBig

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Extract Something Ex: INI or INIZH

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In INI.Big You Can See The Whole Code's Used By The Developer In Game
There Are More Big Files Include In The Gameroot/Gamefolder and Thankfully a Man Named By Phe0n1x Explain All Of Them :Here 


Ok lets Back In The Tutorial

There Are Some Tools to edit a .big file and its self is explanatory In Edit
Your Done In Extracting and Viewing Bigfiles.

How To Make New .Big Files
Lets Started Make New Big files which Modding And Putting File Can Be Seen In this Part
Ok Now How To Make New Big Files
Click File/Click New Then This will Pop Up

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Click Big File Since We can't Use Meg File Format In Generals

To Put New File You Can Use Drop and Drag Logic Or Add File Logic In Edit

After Putting A File In FinalBig You Will See This

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, A Directory Table Tab Which You Can Mod : In This Time You Should Do As The Developer's Did ... Copy The Original Directory For Your Mod Ex: If Your Modding SoundEffect.ini This Should The Directory: Data\INI\SoundEffect.ini
The Other INI File Directory Can Be Seen In The Mr Phe0n1x Tutorial As I Said Earlier:Here 
.[/b]

In Modding Your Game Make Sure The Name Of The Big File Is Always Be To First To Read By The Game :Use Name Start In 00 Or A Ex:00MyMod,00Mod,00MyNewMod,A

Now Your Now Ready To Use Final Big Hooray!!!

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

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SkyMix_RMT
9 years ago
Hey not trying to be rude or anything these are some great tutorials but could you please not start every word with a capital letter? Thanks.
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