CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Well the map is popular, still haven't won yet. I got close with 1 minute left. I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one? Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it? Edited by user Wednesday, January 8, 2014 2:15:54 AM(UTC)
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ColonelJoined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Originally Posted by: ZaCkOX  Well the map is popular, still haven't won yet. I got close with 1 minute left.
I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one?
Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it? You can get units out of the tunnel, yes. You can "guard from inside tunnel network". But afaik you need at least 1 named tunnel to load units into. Also you will need a team, because the script only works on teams: Team -> Guard -> from inside tunnel network Maybe a team will automatically load into the nearest tunnel if you use this script or a similar one: Team -> Garrison -> Garrison nearby building. But I have no idea if that will work. It might. About the serious error: You should disable all script folders of the computer player, then remove him from the game (by revoming all his buildings). That shouldn't cause a crash. Or could the crash come from the PlyrCivilian folder?
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CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Originally Posted by: i^love^mixery  Originally Posted by: ZaCkOX  Well the map is popular, still haven't won yet. I got close with 1 minute left.
I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one?
Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it? You can get units out of the tunnel, yes. You can "guard from inside tunnel network". But afaik you need at least 1 named tunnel to load units into. Also you will need a team, because the script only works on teams: Team -> Guard -> from inside tunnel network Maybe a team will automatically load into the nearest tunnel if you use this script or a similar one: Team -> Garrison -> Garrison nearby building. But I have no idea if that will work. It might. About the serious error: You should disable all script folders of the computer player, then remove him from the game (by revoming all his buildings). That shouldn't cause a crash. Or could the crash come from the PlyrCivilian folder? Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field. I don't have a lot of experience with using teams, creating, etc. Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine. Edited by user Wednesday, January 8, 2014 2:20:44 PM(UTC)
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ColonelJoined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Originally Posted by: ZaCkOX  Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field.
I don't have a lot of experience with using teams, creating, etc.
Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine. If you have created a team (even if it is empty) you might be able to spawn units for that team. Just select the team name instead of the player name when you spawn the units. If it works then you can adress the units as teams and as individual units afterwards. But this might actually fail to work. As I have said before it is possible that this only works in mission maps. I can't remember. And as I have said: Just disable all script folders when you computer player lost. It should be no big deal, since I have seen that you do not have a giant amount of script folders. All scripts inside deactivated script folders will never be executed until the folders are activated again. Edited by user Wednesday, January 8, 2014 3:02:22 PM(UTC)
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CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Originally Posted by: I^Love^Mixery  Originally Posted by: ZaCkOX  Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field.
I don't have a lot of experience with using teams, creating, etc.
Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine. If you have created a team (even if it is empty) you might be able to spawn units for that team. Just select the team name instead of the player name when you spawn the units. If it works then you can adress the units as teams and as individual units afterwards. But this might actually fail to work. As I have said before it is possible that this only works in mission maps. I can't remember. And as I have said: Just disable all script folders when you computer player lost. It should be no big deal, since I have seen that you do not have a giant amount of script folders. All scripts inside deactivated script folders will never be executed until the folders are activated again. I removed the disabling of scripts and folders after 20 minute time limit because I figured if the computer dies then the folder is not processed anymore. I then added a flag to figure out when the game was over and stop the playercivilian units from respawning after the seeker player died. It works, no errors. I also made the D version for GhostTown and at first thought it was easier but bikes are so fast they create a huge difficulty. I have yet to win still. I got close though, 1 minute left. The problem is the aggressiveness is off the chart and so hard to stay alive. But I like that because if I was playing as a seeker, most likely the hiders would die too. So in a way it is a great challenge, practice, and fun overall. The sad thing is no matter how cool this is, it isn't played much today. It would of been a bigger impact when the game was created. It does however demonstrate my skills in making something fun, balanced, and programming/scripting it. I have that stubbornness to make sure it was done right and overall it did come out great. Like you said, impressive! I haven't worked on the teams thing yet but I think there might be a way to get it to someway work but maybe not exactly to my liking. I will probably work on stealth tomorrow night and with the hijackers + stealth bus I will try to use tunnels. We will see how it comes out.
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CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Is there a way to tell "when" a bus has become immobile? I tried status immboile but it didn't work. I tried less than or equal to 0 health but that only happens after the unit dies completely. I want to kill the bus after it cannot move and while units are inside it. This way all the units respawn and are easy to script for future attacks.
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ColonelJoined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Haven't tried that yet. You can only test all the *IF* status statements.
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: I^Love^Mixery  Mine is 1.118,239 Bytes :P  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 Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_- |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Originally Posted by: i^love^mixery  Haven't tried that yet. You can only test all the *IF* status statements. None of the status statements seem to work with the bus? All I could see work was health. However I could not get health 0% to work. I assume there is an issue with this? When the bus first loses health it goes back to 100%. I tested. However never saw it say 0%. The other problem is tunnels. A bus can go into it to heal. So even if I check for the 2nd 100% flag it wouldn't matter if it goes into a tunnel. I don't think it is possible to tell when the bus is immobile.
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ColonelJoined: 10/13/2008(UTC) Posts: 782
Thanks: 7 times Was thanked: 201 time(s) in 147 post(s)
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Originally Posted by: Gameanater  Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_- You are neither contributing to this topic nor fun. How about that? We compared our .scb file size which is just a very nerdy thing to do so I guess the picture is appropriate. I don't think ZaCkOX would get mad over something like that. Are you mad because there now is a rooster in your matrix? Quote:None of the status statements seem to work with the bus? All I could see work was health. However I could not get health 0% to work. I assume there is an issue with this? When the bus first loses health it goes back to 100%. I tested. However never saw it say 0%. The other problem is tunnels. A bus can go into it to heal. So even if I check for the 2nd 100% flag it wouldn't matter if it goes into a tunnel.
I don't think it is possible to tell when the bus is immobile. "If status braking" works. If the unit wasn't just spawned the braking flag will be true whenever the unit isn't moving. So you could remove them once they didn't move for a minute or so. Or make sure that they never stop moving as long as they are alive and remove them after a shorter brake time. Edited by user Tuesday, January 14, 2014 10:16:48 AM(UTC)
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CaptainJoined: 11/19/2013(UTC) Posts: 68 Location: Porterville, CA
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Originally Posted by: i^love^mixery  "If status braking" works. If the unit wasn't just spawned the braking flag will be true whenever the unit isn't moving. So you could remove them once they didn't move for a minute or so. Or make sure that they never stop moving as long as they are alive and remove them after a shorter brake time.
This idea may work in some cases but in all I don't see that possible. I actually believe there is no way to tie both the human and computer player to the same scenario. Therefore I think this could only work for computer playing. I have been trying to make it global for any player but sadly I doubt that is possible. After more testing this might work only for computer player as well: If unit is at 99% health then If unit is at 100% health then 'This is when the bus becomes immobile. set timer wait 15 seconds if unit is not destroyed then kill unit Of course there will be more statements to avoid serious errors. I cannot run the statements if the unit is not existent. And the other problem is using the code between the cpu player folder and the playercivilian which I might use a marker. OR I might use "unit destroyed or not in area" check. I will have to work on it some more.
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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I've been looking through the INI code, and there's no status for a bunkered battle bus. The code uses a conditionstate instead. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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GeneralJoined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: i^love^mixery  Originally Posted by: Gameanater  Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_- You are neither contributing to this topic nor fun. How about that? We compared our .scb file size which is just a very nerdy thing to do so I guess the picture is appropriate. I don't think ZaCkOX would get mad over something like that. Are you mad because there now is a rooster in your Matrix? Just sayin'. :/ I kinda... reeeaaally don't find those kind of jokes funny. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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