Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
I'm making an AOD map & I want 3 BOSS unit to appear after all my waves have finished coming, so I placed that BOSS unit outside the border of the map where no player can see it.

When I chose it to follow way point 51 it followed but it was on civilian side & when I forced it to transferred to enemy with the script it won't follow even sometimes it won't follow on civilian side as well but when I changed the way point to 41 it followed smoothly. Similarly in the map it follows some way points & some not.

Unit 'Boss1' is transferred to the command of Player 'SkirmishGLA'
Unit 'Boss2' is transferred to the command of Player 'SkirmishGLA'
Unit 'Boss3' is transferred to the command of Player 'SkirmishGLA'
Team 'teamSkirmishGLA' use Ability 'Tank_Command_UpgradeChinaOverlordGattlingCannon'.
Unit 'Boss1' use Ability 'Command_AttackMove' to follow Waypoint Path 'M2 Path' path.
Unit 'Boss2' use Ability 'Command_AttackMove' to follow Waypoint Path 'L2 Path' path.
Unit 'Boss3' use Ability 'Command_AttackMove' to follow Waypoint Path 'R2 Path' path.


When all of these 3 BOSS units are destroyed the game then ends.

Can you tell me what is wrong with that?
Boss.jpg

Click to View Image119 View(s)

Sponsor
Drummin
16 years ago
I would just create these three "Boss" teams and spawn them at that point in the game.

I would make a Subroutine script set at [S A nd] so it is always active and instead of naming a team in the script, use . Then in the team editing section under the Behavior tab select this script for the "On Create" script. So when this team is created, this is the action they would take. Because you're using a Subroutine script and using for the team name, this one script can be used by all teams. Have the script say;
*** IF ***
TRUE
*** THEN ***
Team '<This Team>' use Ability 'Tank_Command_UpgradeChinaOverlordGattlingCannon'.
Team '<This Team>' use Ability 'Command_AttackMove' to follow Waypoint Path 'M2 Path' path.

As far as pathways, keep in mind that a waypoint is a "point" on the map, i.e. Waypoint 51 etc or A single location. In most cases you don't want to change this default name. A waypoint path on the other hand is a string of waypoints. When placing a pathway pay attention to the direction indicated by the red arrows.

To label a pathway use the text box called "Waypoint Path Labels". So for example you make a path and label the pathway "BossPath" using the "Waypoint Path Labels" textbox and if you click on any of the points along this path you should see this label. You then tell your team to follow "BossPath" and if you've placed it in the right direction toward the Player, then that's where this team will go.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
Well Drummin thanks for the instant reply & sorry that I didn't get it.

Firstly, if I create a team & make it spawn at the way point to follow then it's definitely gonna work but if I'll make a team spawning of Emperors then will I get the level of Emperor as "HEROIC" & will I be able to change it's strength to what I wish?

Secondly, I also noticed one thing that if I put BOSS unit outside the battlefield border & I force it to hunt, it won't hunt, but when I put it in the battlefield area it starts to hunt, although you've already mentioned the HUNT thing in your last post but I'm a bit confused about it.

Is it not possible to place an object outside the battlefield (map area) with HEROIC level & force it use ability & hunt?

Also if I make a subroutine script what options should I check & unchecked during creation of the script in the Script Flags.
Boss.jpg

Click to View Image113 View(s)

Drummin
16 years ago
OK, I see where you're going.
Using placed named units is fine.

Add a standard Move script to your script to bring the team onto the map and it should work.

Unit 'Boss1' is transferred to the command of Player 'SkirmishGLA'
Unit 'Boss2' is transferred to the command of Player 'SkirmishGLA'
Unit 'Boss3' is transferred to the command of Player 'SkirmishGLA'
Unit 'Boss1' EXACTLY follows waypoints, beginning at Waypoint Path 'M2 Path'
Unit 'Boss2' EXACTLY follows waypoints, beginning at Waypoint Path 'L2 Path'
Unit 'Boss3' EXACTLY follows waypoints, beginning at Waypoint Path 'R2 Path'
Team 'teamSkirmishGLA' use Ability 'Tank_Command_UpgradeChinaOverlordGattlingCannon'.
Unit 'Boss1' use Ability 'Command_AttackMove' to follow Waypoint Path 'M2 Path' path.
Unit 'Boss2' use Ability 'Command_AttackMove' to follow Waypoint Path 'L2 Path' path.
Unit 'Boss3' use Ability 'Command_AttackMove' to follow Waypoint Path 'R2 Path' path.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
Well Drummin the follow way point path for Emperors is working. Emperors are appearing but I also have an issue that Nuke Cannons that I've placed outside the map with Emperors aren't appearing. I used the command Hunt for them. I'm attaching my map so that you can have a look if you like. Remember the Nuke Cannons with Emperors aren't appearing in the map & it's on Wave 10 in the script in GLA Skirmish Folder.

Or do I've to use the same command that I've used for Emperors you told me.
Boss.jpg

Click to View Image96 View(s)

  Kassad's Ultimate Challenge.rar (22kb) downloaded 4 time(s).
Drummin
16 years ago
You are doing a very nice job on this map and look forward to hosting your final version!

As I mentioned above, use the MOVE script before the COMMAND script. This copy just tests wave10 using this script configuration. I also added extra map border so units and pathways are on the physical map and adjusted the pathway so it starts in front of the units. See if this helps. Again well done. This map is insane!   Kassad's Ultimate Challenge2.zip (22kb) downloaded 9 time(s).
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
Thanks for the appreciation. I've spent a lot of countless hours of editing on this map having several scripting bugs but not errors. Now that was the final one with nuke cannons & with that solved my AOD map is finished.

So tell me one thing that you've increased the border length of the map so with this the Nuke Cannons will attack?

Also I want them to HUNT for everything but not just moving along the path like the EMPERORS, I want them to attack randomly at anything they see.

One thing more that whenever I'm on Boss wave trying to kill Emperors & the strong army that attacks from the sides of the supply pile a serious error with me occurs that everything closed but the game is running & I can't be able to go back in the game it minimizes itself & after 5 or 6 minutes my computer shuts down.

Do you think it's the map that creating this bug?

& Thanks once again for instant replies
Drummin
16 years ago
I added the extra border in hopes that those off-map units would respond better to their scripting, plus it's just better to have objects and waypoints ON the map and not floating around off map.

I played with the cannon units a bit and didn't get them to deploy and fire. A simple Hunting script didn't work either. If I come up with something I'll let you know.


The error on the boss script is the three upgrade script lines. Looks like more than 100% to me. I removed the first one and it worked fine.

   Team 'teamSkirmishGLA' use Ability 'Tank_Command_UpgradeChinaOverlordGattlingCannon'.
   50.00% of Team 'teamSkirmishGLA' perform Ability 'Command_UpgradeChinaOverlordGattlingCannon'.
   50.00% of Team 'teamSkirmishGLA' perform Ability 'Command_UpgradeChinaOverlordPropagandaTower'.

Edit:
OK I had a chance to look at this again. The units will hunt if within the map boundary line. Bringing them in as before I then have a second script to detect if the "lead" unit is within the area SkirmishWorld (added). The cannons are then told to stop and then hunt. Without the STOP script line the units won't hunt as they have been told to follow a pathway already. I attached this new example.   Kassad's Ultimate Challenge3.zip (22kb) downloaded 4 time(s).
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
You're the man Drummin! 👍

The map is working fine. There are a lot of things that I still want to add in the map, in wave 6 a reinforcement of Special units will attack on the everyone's base, so I want 5 Demo_Jarmens to plant Demo Charge & 5 to Hunt Snipe Vehicle + Kill Infantry, 5 Burton to plant Demo Charge & 5 to attack normal, similarly is with Lotus using multiple abilities

I've used this code but it isn't working

*** IF ***
Team 'Big Shot 1' has one or more units.
*AND* Team 'Big Shot 2' has one or more units.
*AND* Team 'Big Shot 3' has one or more units.
*AND* Team 'Big Shot 4' has one or more units.
*** THEN ***
50.00% of Team 'Big Shot 1' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 2' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 3' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 4' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 1' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 2' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 3' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 4' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.


Jarmen Kell isn't doing anything & Burton is attacking normal with his gun but not planting the bomb.

Is it possible that when Jarmen Kell sight an enemy Vehicle it snipes it pilot & when it sight the infantry it snipe them too & also plants the demo charge?

& I used this code so that the units appearing must also attack at what they see, is it right?

Have Team 'Wave3 R1' EXACTLY follow Waypoint Path 'R1 Path' , as a team is FALSE
Have Team 'Wave3 R2' EXACTLY follow Waypoint Path 'R2 Path' , as a team is FALSE
Have Team 'Wave3 R3' EXACTLY follow Waypoint Path 'R3 Path' , as a team is FALSE
Team '' use Ability 'Command_AttackMove


Also I want the units have pre-built upgrades like if it's gattling tank so it should come with chain guns upgrade or if it's rocket rugby it should come with the junk repair upgrade, ap bullets & more buggy ammo.


And Congratulations on Promoting to a General
  Kassad's Ultimate Challenge.rar (22kb) downloaded 4 time(s).
Drummin
16 years ago
Thanks for the Congrats.

Is it possible that when Jarmen Kell sight an enemy Vehicle it snipes it pilot & when it sight the infantry it snipe them too & also plants the demo charge?


I don't know, never tried.
Annihilationzh
16 years ago

50.00% of Team 'Big Shot 1' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 2' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 3' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 4' perform Ability 'Command_ColonelBurtonTimedDemoCharge'.
50.00% of Team 'Big Shot 1' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 2' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 3' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
50.00% of Team 'Big Shot 4' perform Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.


Use Team>Hunt>Set to hunt using a Commandbutton ability.

Is it possible that when Jarmen Kell sight an enemy Vehicle it snipes it pilot & when it sight the infantry it snipe them too & also plants the demo charge?


You could use alternating scripts. So that for 1 second it hunts normally, the next second it hunts using snipe pilot and the next second it hunts using demo charges. But if you do it that quickly, I think he may just start dancing on the spot.

Also I want the units have pre-built upgrades like if it's gattling tank so it should come with chain guns upgrade or if it's rocket rugby it should come with the junk repair upgrade, ap bullets & more buggy ammo.


Rocket rugby LOL!

You'll need to spawn a black market, give the AI plenty of money, and then have the building use the commandbutton for the upgrade.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago
Anyone figured out my last post???

The speaker towers on the map are indestructible, I want them to become destructible when wave 10 approaches, can anyone help me on that?
Annihilationzh
16 years ago

The speaker towers on the map are indestructible, I want them to become destructible when wave 10 approaches, can anyone help me on that?


Unit>Affect flags set on object panel.

Use Object Flag:Indestructable and set it to false.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago

Use Team>Hunt>Set to hunt using a Commandbutton ability.



You could use alternating scripts. So that for 1 second it hunts normally, the next second it hunts using snipe pilot and the next second it hunts using demo charges. But if you do it that quickly, I think he may just start dancing on the spot.



You'll need to spawn a black market, give the AI plenty of money, and then have the building use the commandbutton for the upgrade.



Annihilationzh any example would be good if you've time.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago

The speaker towers on the map are indestructible, I want them to become destructible when wave 10 approaches, can anyone help me on that?

Annihilationzh wrote:


Unit>Affect flags set on object panel.

Use Object Flag:Indestructable and set it to false.



Bullz Eye! that works & is there any possibility of setting max hp of the speaker tower?
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago

Use Team>Hunt>Set to hunt using a Commandbutton ability.



kindly clarify that for which thing you're considering this command?
Annihilationzh
16 years ago

Bullz Eye! that works & is there any possibility of setting max hp of the speaker tower?


Click on it, look for the box "Max HP" with the value "Default For Unit" and type a number in the box. They have 300 health normally.

Annihilationzh any example would be good if you've time.



Example 1:

Team 'Big Shot 1' begins hunting using Ability 'Command_ColonelBurtonTimedDemoCharge'.

Example 2:

*** IF ***
Team 'Big Shot 1' has one or more units.
*** THEN ***
Set timer 'switch jarmen weapon' to expire in 1.00 seconds.
Enable script 'switch jarmen weapon 1'


[ns na D] switch jarmen weapon 1

*** IF ***
Timer 'switch jarmen weapon' has expired.
*AND* Team 'Big Shot 1' has one or more units.
*** THEN ***
Team 'Big Shot 1' begins hunting.
Set timer 'switch jarmen weapon' to expire in 10.00 seconds.
Enable script 'switch jarmen weapon 2'

[ns na D] switch jarmen weapon 2

*** IF ***
Timer 'switch jarmen weapon' has expired.
*AND* Team 'Big Shot 1' has one or more units.
*** THEN ***
Team 'Big Shot 1' begins hunting using Ability 'Command_GLAInfantryJarmenKellSnipeVehicleAttack'.
Set timer 'switch jarmen weapon' to expire in 10.00 seconds.
Enable script 'switch jarmen weapon 3'

[ns na D] switch jarmen weapon 3

*** IF ***
Timer 'switch jarmen weapon' has expired.
*AND* Team 'Big Shot 1' has one or more units.
*** THEN ***
Team 'Big Shot 1' begins hunting using Ability 'Demo_Command_KellTimedDemoCharge'.
Set timer 'switch jarmen weapon' to expire in 10.00 seconds.
Enable script 'switch jarmen weapon 1'

Example 3:

*** IF ***
True.
*** THEN ***
Set Player 'PlyrChinaTankGeneral''s money to $ 100000
Spawn Unit 'Blackmarket' of type 'GLABlackMarket' on Team 'teamPlyrChinaTankGeneral' at waypoint Waypoint 'outside_map_waypoint'
Unit 'Blackmarket' use Ability 'Command_UpgradeGLAAPBullets'.
Unit 'Blackmarket' use Ability 'Command_UpgradeGLAAPRockets'.
Unit 'Blackmarket' use Ability 'Command_UpgradeGLABuggyAmmo'.
Unit 'Blackmarket' use Ability 'Command_UpgradeGLAJunkRepair'.

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Aafat
  • Aafat
  • 89% (Honored)
  • Private Topic Starter
16 years ago

Click on it, look for the box "Max HP" with the value "Default For Unit" and type a number in the box. They have 300 health normally.



Sorry my mistake I should've mentioned it. Well I want the max hp of speaker tower to become 2000 when wave 10 approaches, is it possible?


Edit:


Example 1:

Team 'Big Shot 1' begins hunting using Ability 'Command_ColonelBurtonTimedDemoCharge'.



Well this will make Burton to use Demo Charge ability for factions, after that will he use his other ability to kill units?

If not then your second example is cool.
Annihilationzh
16 years ago

Sorry my mistake I should've mentioned it. Well I want the max hp of speaker tower to become 2000 when wave 10 approaches, is it possible?

Aafat wrote:


No it's not, but it's also pointless because, as you said, it's indestructable before wave 10, so it doesn't matter how much health it has, it will still be indestructable.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.