r42 wrote:Dunno wat to do else. Suggestions?
Hello.
First, thank you for your work on this mod.
Now, several suggestions.
The loaded battle buses do not work for all GLA 's , only for vanilla GLA.
This is because the different load scripts use the same name, and then accidentaly the same script is used /in the on create behaviour for the teams/
for all non vanilla GLA 's , which mean they all try to load faction specific rocket guys /for example stealth trying to use chem_tunnel deffenders/ which do not belong to their faction.
It can be fixed by renaming the scripts to S_GLA battle bus load /for Stealth/ , T_GLA battle bus load /for Toxin/ and so on, and then selecting the appropriate script for each faction Battle bus team.
You should also use sequential sripts for the loading.
The early GLA technical terrorist rush is set to attack tech center, but in case such building is not built, the technical will just unload the terrorists in one of the corners of the map.
Since this is often the first GLA attack, it is very probable that the human player will not have a tech center yet, so often the attack will not start.
It is better for this attack to be set to attack base buildings, since the player always have some, so the attack will execute properly every time.
You should change the supply priority for vanilla USA in "USA Attack Priorities" from the current
For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines' to 600
For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines - Buildings' to 500
to something like
For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines' to 150
For Attack priority set 'USA Supply Lines Priority' set the priority of object type 'Supply Lines - Buildings' to 148
which are btw the default values.
This is because the supply hunt teams will attack only workers/chinooks, never the supply center itself.
/Since the "AttackPriorityDistanceModifier = 50.0 ;The distance required to reduce attack priority by 1." in AIdata.ini the supply hunters will hunt for workers all over the map, and will suicide in the enemy base, leaving all the supply stashes or centers behind intact because of the huge difference in the priority/ .
For all GLA factions, the value for tank priority for AntiAir defences in "GLA Prio Change Back" scripts is wrong, it is 19, but it should be set to the original value of 29, because with 19 the GLA tanks will never attack pattriots or gattling cannons when the power is back.
You can use hellfire drones in "USA Complimentary - Infantry Team" script for USA's instead of battle drones, they are a lot more effective against infantry.
I saw that you are trying an ambulance with the laser general, as a toxin guard.
The bad news are that guard mode for the ambulances do not work, since their hazard cleaning weapon work independent from the ambulance, so the guard mode do not apply for it, so the ambo will not chase toxin spills that are outside the range of its weapon, which is pretty small.
This also apply for the human player's ambo , and it is EA's bug.
There is a workaraund for this though, the "ScanRange" for the ambo's weapon in AmericaVehicle.ini /and the respective ini's for the other non vanilla USA's /could be set to bigger value than the current 100, for example 800 or 1000 . 800 is enough for the ambo to guard the whole /AI/ base.
In the ini file is said that "If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move!"
and indeed the ambulance moves.
Finally, for the hazard cleanup to work properly with the ScanRange change, i found that changing the default values for the AmbulanceCleanHazardWeapon in Weapon.ini to something like
PrimaryDamageRadius = 20.0
AttackRange = 30.0
works best.
You can use my modified script file for reference, it includes most of the fixes that i wrote above.
SkirmishScripts.scb
http://www.mediafire.com...93fab7ace04e75f6e8ebb871Edited by user Thursday, August 20, 2009 2:37:35 AM(UTC)
| Reason: Not specified