AdrianeMapMaker
8 years ago
Well i am trying my skills to improve the vgen ai


i test to add 2 superweapon to be built - but the result is the superweapon is not firing at all then it sparks but doesnt shoot it lol 😂
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- i know now why vgen doesnt want to add 2 superwepon for ai lol , i think the script is telling to ai to shoot the supwerweapon but it confused what it will shoot - because both of them are non specified

-any idea how to fix this guys? what script do i need to specify's ai will shoot?
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acidbrain
8 years ago
Use the build list to name the superweapons, you will be able to script each single superweapon that way...

Cheers
Panem et kirkinses
AdrianeMapMaker
8 years ago
What do you mean ? the INI - GameDATA.ini or Worldbuilder's ZH NEw feature
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Zatsupachi
8 years ago
It's in AIData.ini
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
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Next Episode:
precision_bomber's Zero Hour SCIENCE!
AdrianeMapMaker
8 years ago
Well Zatsupachi ... thanks for correcting me but i dont have any idea how to input the name there

acidbrain's method is not for all map's -
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Vauxe
  • Vauxe
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8 years ago
A little busy right now but try looking at how Zero Hour does it first 😄

Edit:
I think what acidbrain mean is that in the Build List tool in Worldbuilder you can double-click an item to set its name and script to be executed everytime it's constructed, but I'm pretty sure that's useless if you're actually going to extract these scripts to use as default AI.
vtulcobra here
acidbrain
8 years ago

you can double-click an item to set its name

Originally Posted by: Vauxe 


You dont have to open wb to add a name to a building...
*Edit* Was grumpy and still am

Here is an example, took the airforce particle cannon...

SkirmishBuildList AmericaAirForceGeneral
    Structure AirF_AmericaParticleCannonUplink
      Name = AirF_ParticleCannonUplink-1
      Location = X:500.00 Y:50.00
      Rebuilds = 0
      Angle = 315.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    End
End

If you want multiple sw's in vanilla gens you can copy the existing sw buildlist code from a sw and change the coordinates so it fits good in the base(dont forget to add a build script in wb), if you name the sw's you can fire them independently.
The only thing you have to add is 'Name = name' to the superweapon of choice in AIData.ini, used it many times and it works like a charm...

Cheers
Panem et kirkinses
AdrianeMapMaker
8 years ago
Well Thankksss!!

But How can independently Fire it - i cant see any script for this ****
I found the Scripts to use but it directly want's the unit that already put in the world not those one that will be build ingame

- I think Generals Zh had a modified version of a logic when it come's to a superweapon


i had Seen the ZH Script (well in known position of scripts in random) i see full similarities.
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acidbrain
8 years ago
You can use multiple scripts to fire the sw's:

Player '???' fire Special power '???'
If both sw's are at 0 seconds you can set the sw timer you dont want to fire at 5 seconds and fire the sw of choice, use this script:
Set Unit '???''s Special power '???' to  0  seconds.

Here are some more scripts to fire the sw:
Team '???' performs Ability '???' on most expensive object within 0.00 FALSE (true = all valid sources, false = first valid source).

Unit '???' use Ability '???' at Waypoint '???'.

Unit '???' use Ability '???' on Unit '???'.

Unit '???' use Ability '???'.

Cheers
Panem et kirkinses