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Offline i^love^mixery  
#21 Posted : Thursday, January 2, 2014 1:43:30 PM(UTC)
i^love^mixery
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Originally Posted by: ZaCkOX Go to Quoted Post
Originally Posted by: i^love^mixery Go to Quoted Post
Mine is 1.118,239 Bytes :P

UserPostedImage

xD

1. very complicated, have fun :D
2. make him hunt using ability vehicle snipe
3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint?
4. randomly i guess? use command button on waypoint X

Edit:
Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units.

Have fun lol


If I were to spawn units on a team wouldn't that create an issue with my map design? The units already exist and when killed respawn in their starting area.


If it works, it will work fine. Units will then be commandable through team and unit scripts, offering a lot more possiblities in controlling them, But I have no idea if you can spawn units on a team in a skirmish map. I for some reason have in mind that it only worked in mission maps.

If you were to spawn teams instead of units, you would pretty much have to redo the entire scripting for the comp seeker and for the hidder too probably.

But if it works to spawn them into the team, you wont have to change your scripts at all.

Edited by user Thursday, January 2, 2014 2:00:22 PM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#22 Posted : Friday, January 3, 2014 3:44:44 AM(UTC)
ZaCkOX
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Joined: 11/19/2013(UTC)
Posts: 68
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Location: Porterville, CA

I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL.

I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map??

When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag.

Anyway, the map is very playable. Just a few slight issues to work out. I got just about everything working. The computer can play hiders and/or seeker so it is really fun. When the computer plays as seeker it is really difficult to stay alive. Once you are found or if the computer decides to attack, it is pretty much non stop action.

Slight issues are making the seeker units chase pilots, radar usage for seeker, and units still going outside the map.

I am pretty confident these issues can be fixed tomorrow.

So what is in the map? Seeker will attack you if you are detected, attacking a unit, attacking the scud storm. The scud storm will randomly fire at locations and or hiders. When the time limit gets closer to 0 time left, the seeker will get more aggressive. Why is it difficult? Well the units are powerful and destroy buildings pretty well. A player can run and shoot however there is the possibility of Jarmen coming along and BAM your a humvee down easily. Infact I died a lot of to Jarmen chasing me around the map.

I would upload what I have but this is already version 10 update and I would rather polish it before I upload then make it version 11. Sorry for the wait but I promise it is well worth it!

Edit: BTW, I found out most of the lag was created when units had to move to one another and the path was too complex. Like water to go around, lots of buildings, etc. Also when multiple humvees are near each other the game can lag somewhat because the units are trying to decide which to attack nearest. All I use is move to nearest humvee script so I don't see how I could remove more lag.

But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.

Edited by user Friday, January 3, 2014 3:49:23 AM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#23 Posted : Friday, January 3, 2014 8:19:21 AM(UTC)
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Originally Posted by: ZaCkOX Go to Quoted Post
I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL.

I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map??


Yes i meant to write 1,118,239 Bytes.. lol.
Most of my scripts have MANY lines of code. But I also have far more than 1.000 scripts. Also a few teams. Map size doesn't matter. Also how many waypoint do you have currently? I used around 1.500. That might affect the size too.

Originally Posted by: ZaCkOX Go to Quoted Post
When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag.


I dont get any big lag at all when adding scripts. Only loading the scripting menu takes a lot of time. But your scripting menu seems to lag far more for some reason.

And my map was never finished. I wanted to add around 20 minimissions. I gave up with mission 15 because something REALLY pissed me off. We should play the map together so you can see the issues for yourself. I promise you wont be disappointed. I used a lot of scripting tricks.

Originally Posted by: ZaCkOX Go to Quoted Post

But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.


Ye.. some lag is also in aod maps unavoidable. For example "attack move" to waypoint always causes a little lag.

Edited by user Friday, January 3, 2014 8:21:22 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#24 Posted : Friday, January 3, 2014 12:24:38 PM(UTC)
ZaCkOX
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Joined: 11/19/2013(UTC)
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Location: Porterville, CA

Originally Posted by: I^Love^Mixery Go to Quoted Post
Originally Posted by: ZaCkOX Go to Quoted Post
I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL.

I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map??


Yes i meant to write 1,118,239 Bytes.. lol.
Most of my scripts have MANY lines of code. But I also have far more than 1.000 scripts. Also a few teams. Map size doesn't matter. Also how many waypoint do you have currently? I used around 1.500. That might affect the size too.

Originally Posted by: ZaCkOX Go to Quoted Post
When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag.


I dont get any big lag at all when adding scripts. Only loading the scripting menu takes a lot of time. But your scripting menu seems to lag far more for some reason.

And my map was never finished. I wanted to add around 20 minimissions. I gave up with mission 15 because something REALLY pissed me off. We should play the map together so you can see the issues for yourself. I promise you wont be disappointed. I used a lot of scripting tricks.

Originally Posted by: ZaCkOX Go to Quoted Post

But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.


Ye.. some lag is also in aod maps unavoidable. For example "attack move" to waypoint always causes a little lag.


I probably have less than 300 waypoints on the map. Sure I can try it sometime, you can upload here or pm or something. A lot of my scripts have a lot of code in them as well. I have a lot of timers, flags, and counters. I have at least 20 different randomize numbers that happen when the game starts for all kinds of situations. I am trying to keep my maps from being boring.

I believe hiders have 30 possible places to go to, 6 of which are nearest so they can change up where they go or garrison as well.

Right now seeker only has 6 looking around combinations. I will add more today.
Offline i^love^mixery  
#25 Posted : Friday, January 3, 2014 2:35:26 PM(UTC)
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Originally Posted by: ZaCkOX Go to Quoted Post
I probably have less than 300 waypoints on the map. Sure I can try it sometime, you can upload here or pm or something. A lot of my scripts have a lot of code in them as well. I have a lot of timers, flags, and counters. I have at least 20 different randomize numbers that happen when the game starts for all kinds of situations. I am trying to keep my maps from being boring.


The number of waypoints and objects is shown in the bar on the bottom of the screen.

I have 154 objects and 1333 waypoints.

Well.. represents my mapping/scripting style perfectly.
Offline ZaCkOX  
#26 Posted : Friday, January 3, 2014 2:48:06 PM(UTC)
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Location: Porterville, CA

Here is a Youtube video of me playing my map:



1185 objects, 276 waypoints.

Edited by user Friday, January 3, 2014 2:49:54 PM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#27 Posted : Saturday, January 4, 2014 4:29:37 AM(UTC)
ZaCkOX
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Map seems to be working perfectly now. I might add a few more possibilities but the work is almost entirely done now. I played ten games and had a ton of fun. It should be a lot of fun to get a group and vs the computer seeker.

I had a few wins but it was pretty difficult.

Should post the map up Saturday night and then include some other versions so the map pack doesn't get boring.

Did you watch the video Mixery?
Offline i^love^mixery  
#28 Posted : Saturday, January 4, 2014 10:52:18 AM(UTC)
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I did watch parts of it. The seeker seems rather boring thought. He just moves to the humvees all the time, even if they are stealthed?

But besides that, very impressive. Haven't met anybody yet who perfected worldbuilder scripting as easily as you, and I have met quite a lot of people who I supported. It shows that you have programming experience.

Lets play the map some time soon. Next week I have holiday.
Offline ZaCkOX  
#29 Posted : Saturday, January 4, 2014 11:13:03 AM(UTC)
ZaCkOX
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Originally Posted by: I^Love^Mixery Go to Quoted Post
I did watch parts of it. The seeker seems rather boring thought. He just moves to the humvees all the time, even if they are stealthed?

But besides that, very impressive. Haven't met anybody yet who perfected worldbuilder scripting as easily as you, and I have met quite a lot of people who I supported. It shows that you have programming experience.

Lets play the map some time soon. Next week I have holiday.


You had a 1 and 6 chance the seeker would chase you right away. I fixed that to 1 and 8 now. Just need to make more ways the seeker divides his army to search.

To avoid the buggies going out of the map I just use the main force to check edges of the map. Buggies are more on the defense now which supports the seeker gameplay more. Killing quads? Watchout, buggies might shoot you at the same time now. I try to use the strategy of getting close to buggies then garrisoning my units to kill the radar and buggies.

If you are detected, the seeker will come after you. You have 45 seconds to lose him or else he can keep following you.

An issue I ran into it is because the humvees are stealthed I cannot use hunt, attack in area, attack unit, etc. All I can use is move to nearest unit or attack move to waypoint which works fine.

Radar works great. Randomly there is spy drones and satellite used. I watch the replays to see if the seeker acts more human like and it is near there. I will never have the computer act exactly like a human but pretty close.

I should be uploading the map tonight.

Edit: It seems I have found yet another glitch. I thought my train stopped working and after checking it HAS STOPPED WORKING!!! HOW????

I noticed it doesn't appear anymore and the sound of the game starting doesn't happen anymore. I believe this started when I inserted scripts into the usaskirmish folder. I have no scripts affecting my train, the waypoints path still exists. How do I go about fixing this?

I suppose the issue is because scripts are still in playercivilian? But those scripts do not affect the train at all. Nothing does!

Edited by user Saturday, January 4, 2014 11:44:10 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#30 Posted : Sunday, January 5, 2014 5:49:20 PM(UTC)
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Well I cannot get the train to work anymore. Surprisingly I would delete all scripts and folders, train would work in 1 scenario then tried again and it didn't. I don't understand because I never changed the train or any of the waypoints. I am wondering if I can import the scripts and get around this issue. I will try some more things.
Offline i^love^mixery  
#31 Posted : Sunday, January 5, 2014 6:15:07 PM(UTC)
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Yes trains tend to be wicked.

But you can spawn trains. You should be able to spawn them for PlyrCivilian or at least for the comps.

But dont tell them what waypoint path to use. They use the nearest automatically.
Offline ZaCkOX  
#32 Posted : Sunday, January 5, 2014 6:41:18 PM(UTC)
ZaCkOX
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Originally Posted by: i^love^mixery Go to Quoted Post
Yes trains tend to be wicked.

But you can spawn trains. You should be able to spawn them for PlyrCivilian or at least for the comps.

But dont tell them what waypoint path to use. They use the nearest automatically.


Unfortunately anytime I spawn a unit for PlayerCivilian team I get a serious error and the game crashes. This happen even if in the correct folder.

I'm scratching my head. I delete EVERYTHING, no scripts or folders at all. Train doesn't work. I could of sworn I did the same thing last night and it worked. What would cause it to not work? Waypoints somehow got screwed up?

"Railroad" is still in the correct spot on the waypoint paths.

I am thinking possibly when I added waypoints the code got screwed up and thinks they interact or something. Because of this the train won't spawn and work properly. The problem is I cannot see it. I can only see my waypoints and not the code that holds that information.

Edit: WOW it worked without an error. I see the train again! I didn't try this because I would get serious error for any unit earlier but now it works with no error. So strange, thanks Mixery for suggesting it!

Edited by user Sunday, January 5, 2014 6:48:50 PM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#33 Posted : Sunday, January 5, 2014 7:19:24 PM(UTC)
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Your are welcome. I also dont fully understand all the bugs and glitches of the worldbuilder. It is a very strange and unreliable tool.

The main problem is, that they put a mission and a skirmish editor together. This causes several glitches and scripts that only work for certain scenarios.

I am using the worldbuilder since 10 years now and there are still things I can only get to work with trial & error.
Offline ZaCkOX  
#34 Posted : Monday, January 6, 2014 8:52:49 AM(UTC)
ZaCkOX
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Joined: 11/19/2013(UTC)
Posts: 68
United States
Location: Porterville, CA

Originally Posted by: i^love^mixery Go to Quoted Post
Your are welcome. I also dont fully understand all the bugs and glitches of the worldbuilder. It is a very strange and unreliable tool.

The main problem is, that they put a mission and a skirmish editor together. This causes several glitches and scripts that only work for certain scenarios.

I am using the worldbuilder since 10 years now and there are still things I can only get to work with trial & error.


I agree, this is really getting on my nerves. I run into little issues as well.

In some cases no timer is needed for command button use. For example when I make the computer use emergency repair from their command center, it needs a timer to stop the event from going off every frame. But scud storm doesn't need a timer. Once the command button is used, it is deactivated. However the emergency repair is not.

The map is in great shape. I added more demotrap waypaths, I added computer camping for hiders, I did add re-bunkering after a building is destroyed but for some reason the script refuses to work. Instead units just attack any enemy units nearby.

Code:

Deactivates after called.

*** IF ***
Timer 'ComputerArea1GetOutOfHumveesTimer' has expired.
*** THEN ***
Disable Script 'ComputerPlayArea1RadarDetected'.
Set timer 'ComputerArea1CampTimer' to expire in 300.00 seconds.
Unit '1k' unloads.
Unit '1l' unloads.
Set timer 'WaitComputerArea1Bunker' to expire in 3.00 seconds.
Enable Script 'ComputerArea1BunkerUnitsGarrison'.

==================================================================

Deactivates after called.

*** IF ***
Timer 'WaitComputerArea1Bunker' has expired.
*** THEN ***
Unit '1a' garrison a nearby building.
Unit '1b' garrison a nearby building.
Unit '1c' garrison a nearby building.
Unit '1d' garrison a nearby building.
Unit '1e' garrison a nearby building.
Unit '1f' garrison a nearby building.
Unit '1g' garrison a nearby building.
Unit '1h' garrison a nearby building.
Unit '1i' garrison a nearby building.
Unit '1j' garrison a nearby building.
Set timer 'ComputerArea1LoadHumvees' to expire in 5.00 seconds.
Enable Script 'ComputerArea1GarrisonHumvees'.

===================================================================

Deactivates after called.

*** IF ***
Timer 'ComputerArea1LoadHumvees' has expired.
*** THEN ***
Unit '1a' loads into Unit '1k'
Unit '1b' loads into Unit '1k'
Unit '1c' loads into Unit '1k'
Unit '1d' loads into Unit '1k'
Unit '1e' loads into Unit '1k'
Unit '1f' loads into Unit '1l'
Unit '1g' loads into Unit '1l'
Unit '1h' loads into Unit '1l'
Unit '1i' loads into Unit '1l'
Unit '1j' loads into Unit '1l'
Enable Script 'ComputerArea1WaitAndCamp'.
Set timer 'ComputerArea1ReGarrisonBuildingsTimer' to expire in 15.00 seconds.
Enable Script 'ComputerArea1ReGarrisonBuildings'.

===============================================================================

No Deactivate, repeats every 1 second.

*** IF ***
Timer 'ComputerArea1ReGarrisonBuildingsTimer' has expired.
*** THEN ***
Unit '1a' garrison a nearby building.
Unit '1b' garrison a nearby building.
Unit '1c' garrison a nearby building.
Unit '1d' garrison a nearby building.
Unit '1e' garrison a nearby building.
Unit '1f' garrison a nearby building.
Unit '1g' garrison a nearby building.
Unit '1h' garrison a nearby building.
Unit '1i' garrison a nearby building.
Unit '1j' garrison a nearby building.


===============================================================================

Deactivates after called.

*** IF ***
Timer 'ComputerArea1CampTimer' has expired.
*** THEN ***
Disable Script 'ComputerArea1ReGarrisonBuildings'.
Unit '1a' leaves the building.
Unit '1b' leaves the building.
Unit '1c' leaves the building.
Unit '1d' leaves the building.
Unit '1e' leaves the building.
Unit '1f' leaves the building.
Unit '1g' leaves the building.
Unit '1h' leaves the building.
Unit '1i' leaves the building.
Unit '1j' leaves the building.
Set timer 'LeaveBuildingToGoBackInHumveesArea1Timer' to expire in 3.00 seconds.
Enable Script 'LeaveBuildingToGoBackInHumveesArea1'.

What is in red seems to never work. The rest of everything works great, no known issues yet. I would say map is about done. I'll probably host games in the server today and upload.

I don't see anything wrong with the code above. If the script is enabled after 15 seconds and not disabled until after 300 seconds then the units should try to re-bunker if a building is destroyed correct? But once the building is destroyed they chase nearby enemy units which I have no code for that at all! I only move the units 1k, 1l, 1m, 1n so how they move by themself? It must be the computer moving and attacking.

Edited by user Monday, January 6, 2014 8:54:17 AM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#35 Posted : Monday, January 6, 2014 10:44:32 AM(UTC)
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They probably try to garrison a destroyed building or they think they are still inside a building.

You could try to remove (Unit -> Delete or Remove -> Remove) any building if it is destroyed. Or you could try to entirely destroy any building once it is un-garrisonable (too much damage).
Offline ZaCkOX  
#36 Posted : Monday, January 6, 2014 6:27:49 PM(UTC)
ZaCkOX
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Joined: 11/19/2013(UTC)
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Location: Porterville, CA

Originally Posted by: I^Love^Mixery Go to Quoted Post
They probably try to garrison a destroyed building or they think they are still inside a building.

You could try to remove (Unit -> Delete or Remove -> Remove) any building if it is destroyed. Or you could try to entirely destroy any building once it is un-garrisonable (too much damage).


I believe you are right. Instead I make them go back into the humvees ready to move if possible.

So I have played maybe 10 games online with other people. Pretty fun but there is one serious issue. As a team we all bunker up and the computer has a flaw for this. The computer moves to nearest humvees but because of this they do not attack very well while moving. They just keep moving. Is there something I could add to this? BTW, the humvees are stealthed.

Code:

Happens every frame when enabled

*** IF ***
Counter 'ComputerArea5RandomTimer' IS Equal To 0
*** THEN ***
Unit '5a' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5a' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5a' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5b' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5b' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5b' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5c' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5c' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5c' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5d' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5d' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5d' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5e' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5e' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5e' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5f' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5f' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5f' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5g' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5g' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5g' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5h' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5h' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5h' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5i' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5i' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5i' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5j' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5j' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5j' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5k' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5k' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5k' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5l' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5l' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5l' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5m' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5m' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5m' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5n' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5n' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5n' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5o' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5o' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5o' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5p' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5p' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5p' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5q' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5q' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5q' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5t' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5t' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5t' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5u' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5u' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5u' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5v' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5v' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5v' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'
Unit '5w' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea'
Unit '5w' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea'
Unit '5w' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea'

Maybe I could just enable it every 1 second or longer? Maybe they would then not get so close?

What about attack move? I tried attack move on unit one time and I believe it did nothing because they are stealthed.

Edit: It isn't enabled every frame though anyway because it deactivates. I will have to test hunt but I believe that only works when the command center is accessible being this map has it cut-off the computer does nothing.

Newest update:

I did some testing and nothing worked for me except this seems to work:

Unit '5e' changes his attitude to Aggressive

He tries to move at same time but stops and shoots then tries to move but still stops to shoot. This looks very aggressive and works for me. He attacked the bunker first tried to move but it was like instant stop, shooting at the bunker like crazy, moved VERY small step forward shooting still at bunker. So I will add this in at start correct?

Edited by user Monday, January 6, 2014 11:26:02 PM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#37 Posted : Tuesday, January 7, 2014 2:52:49 AM(UTC)
ZaCkOX
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Posts: 68
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Location: Porterville, CA

Well here it is! Version A with Quads and full computer player support. I will make the other versions and snow map soon enough. Now since most of the work is done it should be easy to import.

Link

Everything seems to work great, no known issues right now. I was going to add difficulty settings but that would be too much work when I have 5 versions for each map to make.

Anyway try this out I think you will be impressed. Adi320 and I had a very hard time winning, actually we never won after the aggressive script was added lol.

If you watch the seeker you will see he sort of acts human. I tried my best to make it perfect and I am pretty happy.
Offline i^love^mixery  
#38 Posted : Tuesday, January 7, 2014 11:14:47 AM(UTC)
i^love^mixery
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Uhm well.. the seeker is nuts lol.

Can barely survive 5 minutes. But great work, indeed. But why exactly can you build demo traps at random locations? When I try it I only see the constuction site at 0% and the worker doesnt actually start the building process.

Edited by user Tuesday, January 7, 2014 11:15:22 AM(UTC)  | Reason: Not specified

Offline ZaCkOX  
#39 Posted : Tuesday, January 7, 2014 12:54:38 PM(UTC)
ZaCkOX
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Joined: 11/19/2013(UTC)
Posts: 68
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Location: Porterville, CA

Originally Posted by: i^love^mixery Go to Quoted Post
Uhm well.. the seeker is nuts lol.

Can barely survive 5 minutes. But great work, indeed. But why exactly can you build demo traps at random locations? When I try it I only see the constuction site at 0% and the worker doesnt actually start the building process.


If you can make a copy of the replay, (it is still available if you haven't played over it) and send it to me I can view it.

Every game I played the demo traps worked fine. The only way the worker couldn't build is if he was killed or blocked. Train isn't killing him? Units aren't making it run around in circles? Also there is a script if he dies he starts a new route after and he should never do the same route twice because of flags.

Edit:

OR did you mean when you try to script it, it doesn't work? Well I do disable the worker from being built, I give the computer a lot of money, and I force him to build with command button. Might be a reason in there somewhere. You could try going through all the scripts and seeing what you don't have.

The build route is under the USASkirmish folder computerplayingwithinArea5build I think.

Edited by user Tuesday, January 7, 2014 12:58:05 PM(UTC)  | Reason: Not specified

Offline i^love^mixery  
#40 Posted : Tuesday, January 7, 2014 2:26:45 PM(UTC)
i^love^mixery
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Originally Posted by: ZaCkOX Go to Quoted Post
Originally Posted by: i^love^mixery Go to Quoted Post
OR did you mean when you try to script it, it doesn't work? Well I do disable the worker from being built, I give the computer a lot of money, and I force him to build with command button. Might be a reason in there somewhere. You could try going through all the scripts and seeing what you don't have.

The build route is under the USASkirmish folder computerplayingwithinArea5build I think.


yes thats what i meant.

Strange.. maybe it works only for GLA or only for non-faction buildings............

I might try again later. I only tried it once and gave up after it failed.
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