General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Mapping And Modding Tutorials Made By AdrianeMapMaker:Lets Get Started This Topic Allow you to:Add Some Helpful Stuff here How To Do An Ai That will Create Units In MissionIn 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 ScriptsOk Let Get Started,Now Open The WorldBuilderThis 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. 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 '<This Team>'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 '<This Team>'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
[b]Yey You'd Finish The TutorialEdited by user Monday, May 21, 2018 8:53:39 PM(UTC)
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General Joined: 12/30/2011(UTC) Posts: 982
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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. Code:
***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... Code:
***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... Edited by user Saturday, December 17, 2016 9:56:34 AM(UTC)
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Panem et kirkinses |
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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That's a handy tutorial! Nice work! Thanks for the added tip AcidBrain! Edited by user Saturday, December 17, 2016 11:42:38 AM(UTC)
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Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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How My Ai Garrison Far Positioned Buildings In SkirmishIn 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:
By The Way , There Was Only 3 Buildings That can Garrison Of the Ai Ex:This Is How You Do it GuysPlayer1 Garrison1 Player1 Garrison2 Player1 Garrison3Now You Have An Skirmish Ai That Garrison a BuildingsEdited by user Monday, May 21, 2018 8:54:25 PM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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How My Ai Build Their Own Buildings In MissionIn 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 TabGreat 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)
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:
Congratz Your Done ,You Know Now What IS the Use Of The Building list Tool.Edited by user Monday, May 21, 2018 8:55:04 PM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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How to Make a Ending For Your MissionThe '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 DefeatEdited by user Friday, January 20, 2017 8:54:59 PM(UTC)
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Private Joined: 1/1/2017(UTC) Posts: 15 Thanks: 69 times Was thanked: 3 time(s) in 3 post(s)
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Originally Posted by: adrianemapmaker How My Ai Build Their Own Buildings In MissionIn 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 TabGreat 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)
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:
Congratz Your Done ,You Know Now What IS the Use Of The Building list Tool. 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) |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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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 ModderCaution: 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 FilesHow To Use It: Open FinalBig
Extract Something Ex: INI or INIZH
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 :HereOk 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
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
, 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!!!Edited by user Monday, May 21, 2018 8:59:11 PM(UTC)
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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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. Edited by user Tuesday, June 6, 2017 4:14:59 PM(UTC)
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