precision_bomber
13 years ago
Okay... I've made all triggers work now...

The map has a victory and defeat trigger now.
Complete with Music Changes, Enemy Wave Spawning(well working for easy mode for first for testing purposes) and, cutscenes.

Right now I'm just improving the appearance of the map(put some props here and there, some hills)

Right now I am concerned of this mission being too easy, even for Easy Mode.

I have a trigger that makes the AI ATTACK MOVE to the player's base, But it seems that they don't attack anything until they get to the player's base. They wont attack if I placed my units outside the player's base. Plus, everytime they spawn, they appear to be stacked onto each other and get killed by my Firebases rather easily(since Firebases have splash damage).

I made a waypoint path to all possible routes to the player's base.

Question 1:
-Do I need to use a Waypoint Path for the AI to 'act more smartly'? Or... How do I make the AI attack more smartly, as in, will stop any opposition that is trying to intercept their advances?

Criteria of Difficulty for this campaign mission(don't answer this):
On Easy Mode, I will only allow the AI to attack from one route.
Normal Mode will use All possible routes.
Hard Mode will use All possible routes and will have denser Attack Waves.

Question 2:
-Is there away to prevent the AI from Attacking with 'Stacked' units?
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Sponsor
DecliningAtom52
13 years ago
Hi

Don't use attack move, create a script called Attack Enemy Seq Path1, it needs to be subroutine and not deactivated, in its action you need Team execute a script 'Attack Enemy Base Path1' sequentially. Another script should be called Attack Enemy Base Path1, it must be sub and not deactive. It needs to have in this order. Follow waypoint path 'Path1' as a team is TRUE. Then begins hunting. In the teams dialog, under the On create action, you need to have Attack Enemy Base Path1. You should also change team behaviour from normal to Agressive.

Hope it helps.
'As always, Have nice day.' - FPSRussia