LetsPopSomeTanks
6 years ago
Is there a way to script a time limit that prevents AI from being able to fight each other? I'm trying to make a map that involves setting up a large defense, but I can't get it set up before the AI starts attacking. I have tried to circumvent this by adding other AI and having them fight each other while I set up a defense, but this isn't a great solution. Another thing I tried was creating a bunch of structures blocking their path that they would have to destroy. Again, not an ideal solution.

I'm sure there is something pretty simple, but I'm new to WorldBuilder and can't really find it in the scripts.
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AdrianeMapMaker
6 years ago
is this a skirmish map or a mission map?
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LetsPopSomeTanks
6 years ago

is this a skirmish map or a mission map?

Originally Posted by: adrianemapmaker 



Just for a skirmish map.
zero hour mad map maker
6 years ago
I know it's easier to pull off in a mission map because you can just make it to where the AI doesn't attack before a desired trigger; however there are a lot of creative approaches to this.

As for Skirmish, if you want to get detailed, you can import the Skirmish scripts for your specific map and edit it to where you increase the attack timers on the AI.

http://www.cnclabs.com/downloads/details.aspx?id=391 

Once you download that you can then go the script menu of your specific map and import them.

You can find the counters in each AI difficulty level that sets the AI to attack in waves. For example, here we can see the counter's escalation in the China Easy AI.

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Now, I personally have never played around with this, but in THEORY the slower you make these counters escalate, the slower the AI will send out waves to attack you. This is where things can be fun.
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SkyMix_RMT
6 years ago
If it is for skirmish, have a script trigger right at the beginning overriding all AI relationships to regard you as Neutral. Than after X amount of time override the relationship again so they regard you as enemy.
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zero hour mad map maker
6 years ago
I just want to point out, that while overriding the player's relationships with the AI does indeed work, however, that does not stop the AI from sending troops over to your base and gathering their forces.

The reason I posted the other method is in case you wanted to get more detailed than just having hordes of AI units around your base perimeters; sitting there until the relationships change again. You can play around with delaying their overall recruitment and build process in the Skirmish Scripts if you'd like.

Do whatever method fits what you're looking for and your time the best. 👍
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SkyMix_RMT
6 years ago

that does not stop the AI from sending troops over to your base and gathering their forces.

Originally Posted by: Zero Hour Mad Map Maker 



Oh nice I didn't know about that, thx for pointing out


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zero hour mad map maker
6 years ago

that does not stop the AI from sending troops over to your base and gathering their forces.

Originally Posted by: SkyMix_RMT 



Oh nice I didn't know about that, thx for pointing out

Originally Posted by: Zero Hour Mad Map Maker 



Yeah np! It's quite funny to see them go over to your base and just move around taking a tour of it lol


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