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How to make a time limit before you can fight each other in Generals Zero Hour
Private Joined: 1/22/2020(UTC) Posts: 14
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Is there a way to script a time limit that prevents AI from being able to fight each other? I'm trying to make a map that involves setting up a large defense, but I can't get it set up before the AI starts attacking. I have tried to circumvent this by adding other AI and having them fight each other while I set up a defense, but this isn't a great solution. Another thing I tried was creating a bunch of structures blocking their path that they would have to destroy. Again, not an ideal solution.
I'm sure there is something pretty simple, but I'm new to WorldBuilder and can't really find it in the scripts.
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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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is this a skirmish map or a mission map? |
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Private Joined: 1/22/2020(UTC) Posts: 14
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Originally Posted by: adrianemapmaker is this a skirmish map or a mission map? Just for a skirmish map.
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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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I know it's easier to pull off in a mission map because you can just make it to where the AI doesn't attack before a desired trigger; however there are a lot of creative approaches to this. As for Skirmish, if you want to get detailed, you can import the Skirmish scripts for your specific map and edit it to where you increase the attack timers on the AI. The AI scripts can be found here: http://www.cnclabs.com/d...oads/details.aspx?id=391Once you download that you can then go the script menu of your specific map and import them. You can find the counters in each AI difficulty level that sets the AI to attack in waves. For example, here we can see the counter's escalation in the China Easy AI. Now, I personally have never played around with this, but in THEORY the slower you make these counters escalate, the slower the AI will send out waves to attack you. This is where things can be fun. Edited by user Wednesday, January 29, 2020 5:27:24 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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If it is for skirmish, have a script trigger right at the beginning overriding all AI relationships to regard you as Neutral. Than after X amount of time override the relationship again so they regard you as enemy. |
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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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I just want to point out, that while overriding the player's relationships with the AI does indeed work, however, that does not stop the AI from sending troops over to your base and gathering their forces. The reason I posted the other method is in case you wanted to get more detailed than just having hordes of AI units around your base perimeters; sitting there until the relationships change again. You can play around with delaying their overall recruitment and build process in the Skirmish Scripts if you'd like. Do whatever method fits what you're looking for and your time the best. |
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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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Originally Posted by: Zero Hour Mad Map Maker that does not stop the AI from sending troops over to your base and gathering their forces. Oh nice I didn't know about that, thx for pointing out |
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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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Originally Posted by: SkyMix_RMT Originally Posted by: Zero Hour Mad Map Maker that does not stop the AI from sending troops over to your base and gathering their forces. Oh nice I didn't know about that, thx for pointing out Yeah np! It's quite funny to see them go over to your base and just move around taking a tour of it lol |
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