PrivateJoined: 11/27/2007(UTC) Posts: 3
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Commander in ChiefJoined: 4/15/2004(UTC) Posts: 2,200 Location: Gensokyo
Was thanked: 11 time(s) in 10 post(s)
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It would be more helpful if you actually pointed out the exact points rather then just pointing to one or two generic examples though; that way we would know exactly what to help you with. |
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PrivateJoined: 11/27/2007(UTC) Posts: 3
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Next, make another area around where the player should begin being warned of an enemy unit entering his base. Usually, you push this area just outside of any entrances to the base, and then around the base completely. This area gives the computer AI the necessary information it needs to know where to build its base defenses and where to guard.
Now we need to tell the computer were the main part of the map (usually the middle area) is.
Create an area around the main place the AI should be guarding with units, until he sends them after you. After you've done that, name it the "CombatZone" (note that it's not in the list, but it is needed).
Now make a waypoint inside the combat zone near the edge closest to the path to Player 1's base, like this:
This is the part that i don't really get. [:-grumpy]
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ColonelJoined: 8/22/2007(UTC) Posts: 867
Was thanked: 12 time(s) in 5 post(s)
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This is what the official world builder tut says: Quote:5. Define entrances to each base with waypoint paths. Did you build three entrances to each base in your multiplayer map? Those entrances must be identified and named so that the AI can figure out how to attack each base area. The names to these sets of waypoints are specific. #10061; To define an entrance to a base, click the Waypoint tool in the toolbar. Outside a base, click in a location that is beyond the outer perimeter and in front of one of the base entrances, and then drag towards the base to set the next waypoint. Click and drag waypoints until the final waypoint of the path is just inside the inner perimeter. #10061; To name the created waypoint path, click in the first text box below Waypoint Path Labels in the Waypoint Options window. Each base needs three waypoint paths under the following naming conditions: #10031; Center Path. The center path defines the most direct, obvious route into a base. The path must be named, “CenterPathX” for start location #X. On the easiest difficulty setting, the initial attack usually comes from this route. #10031; Flank Path. The flank path defines the secondary route into a base. The path must be named, “FlankX” for start location #X. #10031; Backdoor Path. The backdoor path defines the least obvious and often the most vulnerable route into the base. The path must be named, “BackdoorPathX” for start location #X. On the hardest difficulty setting, the initial attack may come from this route. 6. Add Skirmish players. Finally, you must add the AI players to your Skirmish map. NOTE: Before you add Skirmish players, double-check to see that you do not have another named player in the Player List. If you add a building for a side that is not yet represented in the map, World Builder automatically creates the player. Maps with more than one player that have Skirmish players added to them are invalid for use in Skirmish games. Remove the extra players and any Skirmish players, and then add back the Skirmish players. #10061; To add Skirmish players, select PLAYER LIST from the Edit menu. Click ADD SKIRMISH PLAYERS. All of the information needed to add the required number of Skirmish players is included in your map. The hooks for the AI are integrated through these references. Click OK. #10031; Save and play. Save your map, and give it a try. http://www.ea.com/offici...worldbuilder.jsp?state=6If you're still confused, check out the video tuts over at cncmaps.com; http://www.cncmaps.com/mapmakingvideo.html
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Commander in ChiefJoined: 4/15/2004(UTC) Posts: 2,200 Location: Gensokyo
Was thanked: 11 time(s) in 10 post(s)
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Darkzor wrote: Next, make another area around where the player should begin being warned of an enemy unit entering his base. Usually, you push this area just outside of any entrances to the base, and then around the base completely. This area gives the computer AI the necessary information it needs to know where to build its base defenses and where to guard.
Polygon Tool covering the base area, this is the "OuterPerimeter#" areas, they surround the "InnerPerimeter#" areas. Darkzor wrote:Now we need to tell the computer were the main part of the map (usually the middle area) is.
Create an area around the main place the AI should be guarding with units, until he sends them after you. After you've done that, name it the "CombatZone" (note that it's not in the list, but it is needed). Polygon Tool, this is the "CombatZone" area, it should cover the remainder of the map were the AI should be fighting for. Darkzor wrote:Now make a waypoint inside the combat zone near the edge closest to the path to Player 1's base, like this: Waypoint Tool, these are the attack waypoints for the AI. To place them, click on an area in the combat zone, hold and drag into the InnerPerimeter for that particular base the waypoint is leading to. |
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AdministratorJoined: 3/31/2002(UTC) Posts: 2,423  Thanks: 13 times Was thanked: 87 time(s) in 58 post(s)
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Thanks for the feedback, and thanks for the input Me Myself and Pi and Krit. I've updated that section of the tutorial to hopefully make it a bit clearer. |
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PrivateJoined: 11/27/2007(UTC) Posts: 3
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Thank you. Its more clear for me now.
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CaptainJoined: 1/30/2008(UTC) Posts: 67 Location: United Kingdom
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hey can u help me how do u change the oil to 1000 an not 2oo plz help me |
g.Threlkeld |
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