Posted by: TheOnlyFrankie - Monday, October 10, 2011 4:12:46 AM
Hi people, I wanted the AI to send their troops over the ocean because im making a map about D-DAY, 1944. But I can't seem to programme AI to send troops in skimish mode. Any Help pls? TQ :) btw any sugguestion about making the D-Day map more realistic/better? Thanks again.

Posted by: NewNightmare - Monday, October 10, 2011 1:42:18 PM
1)hmm.. when in WB, have you tried EXACTLY follow waypoint path? 2)If you're modding at the same time you could base your over-water units on the amphibioustransport from CivilianUnit.ini (INI.big > Data > Object > CivilianUnit.ini > Object AmphibiousTransport) 3)Also, if it's a map only project, you probably could use the 'ReplaceModule' and 'AddModule' stuff to edit certain units in map.ini Here's an ampbibious locomotor (code that makes the unit move) extracted from Locomotor.ini, positioned in units' code just below any AI update code [code]Locomotor BasicAmphibiousLocomotor Surfaces = GROUND WATER Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = No ; End[/code] You could base your new locomotors on this one, and replace the locomotors in desired vehicles, resulting in amphibious capabilities :) Sadly, I never went too deep into map.inis so I am not much of a help in this area, but it can't be much different from adding new code to the game :) Search the net for some tuts (including forums, there are quite a few topis with questions in here) as for the suggestions, attach a map so we can see what's 'k' and what can be added or adjusted

Posted by: NewNightmare - Monday, October 10, 2011 2:26:51 PM
Simple preview map with an amphibious overlord, and the original transport, look up in the Map.ini for all the code needed [ATTACH]944[/Attach]