Deinon
  • Deinon
  • 50.25% (Neutral)
  • Captain Topic Starter
8 years ago
I am working on a mod to significantly change the contents of the vanilla missions in the original Generals, using a lot of scripting to make enemies behave more intelligently and keep players on their toes.

Currently I am working on the 5th USA mission, Blue Eagle, where your base is next to a city where a peace conference went awry, and you destroy or capture a GLA base across the river only for them to smash a dam, destroy half the city, and reveal a second (larger) base for you to take care of.

The changes I've made focus on making the city itself much more important. In vanilla Generals, it doesn't matter how many civilians you casually run over, they just keep wandering around doing nothing.

Now, if you antagonize the civilian populace, an insurgency movement ramps up within the city, beginning with a lone sniper taking potshots at your base (who also attacks after the dam breaks if you didn't provoke it earlier, he's blaming you for the disaster which befell the city).

If you take the sniper out by destroying the building he's in instead of maneuvering a ranger around him with flashbangs, things escalate - angry mobs start coming out of the local mosque and targeting your base. If you stop them by destroying the mosque instead of simply fending them off until they stop spawning, things escalate again, with angry mobs, RPGs, snipers, and eventually bomb trucks spawning randomly at various points across the city. The only way you can make them stop spawning is by destroying every civilian structure in each city block they're emerging from. You basically have to demolish the entire city to stop them completely... and if you do that, you fail the whole mission, because your atrocities against the populace have been a propaganda boon to the GLA.

While playing, the escalation is subtle enough that it isn't clear at which point you aren't simply defending yourself anymore (it's balanced so that you are likely to be overwhelmed unless you start eliminating spawn points). The insurgent attacks go from being a distraction from the GLA to the main opposition you're up against (don't forget the Scud Storm across the river!).

All of the above is coded and functions well. What I'm trying to do at this point is change the weapons makeup of the Angry Mob. The idea is that the first waves are simple rock-throwers (I assume a MAP.INI change, some kind of module override). I wanted to have them upgrade to AK47s after you demolish your second city block (because at this point they're aligning with the GLA and being supplied by them - take away those two spawn points and the upgrade will make them dangerous to the point you need to take out more), but the command I'm using in the script to give them this upgrade doesn't seem to be working.

Have AI Player 'CityInsurgents' build this upgrade: Upgrade 'Upgrade_GLAArmTheMob'

CityInsurgents is a GLA team.
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Annihilationzh
8 years ago

Have AI Player 'CityInsurgents' build this upgrade: Upgrade 'Upgrade_GLAArmTheMob'

Originally Posted by: Deinon 


I would use this:
  Unit 'Palace' use Ability 'Command_UpgradeGLAArmTheMob'.

You'll need a named Palace on this team.

You can find the script in Unit>CommandButton>Use commandbutton ability.
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