Posted by: SUPER-G - Sunday, November 18, 2012 2:34:37 PM
For my map that i am making, 4 human or Ai players start out with 1 Overlord tank. The 5th player ( skirmish GLA) is the enemy. Their units are spawned around the map at a certain time. I cannot get the "enemy" to attack the human/Ai players, they just sit there. Same thing with players 1-4. How can i get the Ai to automatically attack the "enemy" (and vise versa) when they spawn? Thanks in advance.

Posted by: SUPER-G - Monday, November 19, 2012 8:37:47 PM
Hello?

Posted by: thebunnybruce - Tuesday, November 20, 2012 2:35:29 AM
Hi there, I'm not sure how to help with that, but I can tell you that any time you add script to any scirmish ai other than the civi side, all other ai controled side stop working normaly and do nothing. Most likely you will need to edite each and every sides scripts to get them to work... I think that will be a huge task indeed!

Posted by: i^love^mixery - Tuesday, November 20, 2012 2:26:21 PM
upload it.

Posted by: SUPER-G - Tuesday, November 20, 2012 3:07:58 PM
okay. [ATTACH]1206[/Attach]

Posted by: i^love^mixery - Tuesday, November 20, 2012 3:36:40 PM
works fine for me. maybe when you create a game with the map you forget to put in the GLA computer player as enemy and/or into lobby slot 5?

Posted by: SUPER-G - Tuesday, November 20, 2012 4:53:09 PM
The only problem is, can the players 1-4 hunt the "enemy" as well? I would like this because people who cannot play online can have an ally to play with.

Posted by: i^love^mixery - Tuesday, November 20, 2012 5:10:36 PM
oh wait.. you are talking about computer controlled allies? thats not possible in an easy way. you would have to script them entirely by yourself. you COULD make it so that a player gets all the overlords tanks if he is alone.

Posted by: SUPER-G - Wednesday, November 21, 2012 9:17:06 PM
[quote=i^love^mixery;126319]thats not possible in an easy way. you would have to script them entirely by yourself.[/quote] So, how do i do that? [quote=i^love^mixery;126319]you COULD make it so that a player gets all the overlords tanks if he is alone.[/quote] Hmm, i never thought of that, it would be better, since the AI would go directly towards the target, instead of staying in a group (which is a good strategy for this map). I think i will go with that idea, how do we start?

Posted by: SUPER-G - Thursday, November 29, 2012 3:42:59 PM
...

Posted by: SUPER-G - Friday, November 30, 2012 5:04:34 PM
Can anyone help please?

Posted by: i^love^mixery - Monday, December 3, 2012 6:54:58 AM
seems like you are not even going to try to get it done by yourself, are you? i hoped you would at least try it but meh so what do you want to do now? transfer the units to other human players or get the AI to work as teammates? SUPER-G (beware cocky fuke rage sentence ahead) you are not going to get anywhere unless you show at least a little self-initiative. a time will come when you are on your own and you have to get things done by yourself. i know its a very fine service when you just have to ask me and i will script basically anything for you but as i said: this wont get you anywhere and is quite boring for me too [wink] it is a good and important step for you to try to create more and more difficult things in your maps but the problem is you are not the one who is taking the burden.

Posted by: SUPER-G - Monday, December 3, 2012 9:43:59 AM
[quote=i^love^mixery;126414]transfer the units to other human players or get the AI to work as teammates? [/quote] I think it would be better to transfer all the units to the main player [i]offline[/i], but online (if there are 4 human players) they each get an overlord. for example: I am playing OQ2 offline, instead of me having 1 overlord tank and the other 3 being controlled by the AI or being neutral, the would get transfered to me (aka player_0) ---------------------------------------------------------------------------------------------- As for me not taking self-initiative, your'e right, i should do more scripting by myself. For awhile i have been playing other games, i would just come log on here a couple of times, and i havent touched OQ2 for a week, but i totally understand[smile] PS: Do you think that im pretty demanding?

Posted by: i^love^mixery - Monday, December 3, 2012 2:47:33 PM
[quote=SUPER-G;126415]PS: Do you think that im pretty demanding?[/quote] yes but i know no kids who are not[grin][+1] [stuck_out_tongue] so well.. now this map does the following: Does player0 exist? Yes -> Transfer Overlord 1 to player0 No -> (nothing, because he should exist since he is the host) Does player1 exist? Yes -> Transfer Overlord 2 to player1 No -> Transfer Overlord 2 to player0 Does player2 exist? Yes -> Transfer Overlord 3 to player2 No -> Transfer Overlord 3 to player0 Does player3 exist? Yes -> Transfer Overlord 4 to player3 No -> Transfer Overlord 4 to player0 yes its that simple. by the way: works in multiplayer too if 1 or 2 or 3 players are missing. the host gets the missing tanks. [ATTACH]1223[/Attach]

Posted by: SUPER-G - Monday, December 3, 2012 7:22:16 PM
The world builder "stops working" when i try to load it [open_mouth]

Posted by: i^love^mixery - Monday, December 3, 2012 7:32:34 PM
meh... you need zero hour for the script condition. i used a more simple script condition in this version. hopefully generals knows it. [ATTACH]1224[/Attach]

Posted by: SUPER-G - Monday, December 3, 2012 8:28:02 PM
It still shows the error...

Posted by: i^love^mixery - Tuesday, December 4, 2012 1:03:25 AM
meh.. buy zero hour then.

Posted by: SUPER-G - Tuesday, December 4, 2012 3:05:06 PM
Christmas. However, could you please post of what the script looks like? or is it just like the one you already showed me. thanks[smile]

Posted by: i^love^mixery - Tuesday, December 4, 2012 4:21:11 PM
script 1 default settings [code]*** IF *** True. *** THEN *** Set timer 'start' to expire in 0.10 seconds.[/code] script 2 default settings [code]*** IF *** Timer 'start' has expired. *** THEN *** Enable Script 'player0 tank'. Enable Script 'player1 tank'. Enable Script 'player2 tank'. Enable Script 'player3 tank'.[/code] script 'player0 tank' deactivated [code]*** IF *** [???] Player 'player0' has units in area 'game'. *** THEN *** [???] Unit 'Overlord_1' is transferred to the command of Player 'player0'[/code] script 'player1 tank' deactivated [code]*** IF *** [???] Player 'player1' has units in area 'game'. *** THEN *** [???] Unit 'Overlord_2' is transferred to the command of Player 'player1' *** ELSE *** Unit 'Overlord_2' is transferred to the command of Player 'player0'[/code] script 'player2 tank' deactivated [code]*** IF *** [???] Player 'player2' has units in area 'game'. *** THEN *** [???] Unit 'Overlord_3' is transferred to the command of Player 'player2' *** ELSE *** Unit 'Overlord_3' is transferred to the command of Player 'player0'[/code] script 'player3 tank' deactivated [code]*** IF *** [???] Player 'player3' has units in area 'game'. *** THEN *** [???] Unit 'Overlord_4' is transferred to the command of Player 'player3' *** ELSE *** Unit 'Overlord_4' is transferred to the command of Player 'player0'[/code] the trigger area 'game' has to be created by you and should cover the entire map.

Posted by: SUPER-G - Wednesday, December 5, 2012 6:30:14 PM
Aw sick! it works! Thanks a bundle![smile] [+1] i didn't know what "actions if false" meant until now, again thanks!

Posted by: i^love^mixery - Wednesday, December 5, 2012 7:24:46 PM
uhm i forgot something important in those scripts. you have to add a second else-action to the scripts 'player1 tank', 'player2 tank' and 'player3 tank'. this has to be Script -> Disable and put in the name of the script itself each time. this has to be done because scripts will only be deactivated if the condition becomes true (if 'deactivate uppon success' is selected), thus this 3 scripts will run infinitely and slow down the map performance if those players are missing.

Posted by: SUPER-G - Wednesday, December 5, 2012 8:50:48 PM
New problem: I spawn a unit for the 1st wave. The tanks can attack it, but for some reason the spawned units don't do anything. They don't attck or move but just sit there.[sad] I had it working at the start with (i am pretty sure) the " begins hunting" script, idk where i went wrong this time. The script i am currently using is subroutine and the "deactivate upon success" box is un-checked, also has the " begins hunting" AND i have selected that script in "wave_1's" generic script: 1 section.

Posted by: i^love^mixery - Thursday, December 6, 2012 7:40:52 AM
just upload it [smile]

Posted by: SUPER-G - Thursday, December 6, 2012 5:01:29 PM
okey dokey...smokey[smile] [ATTACH]1225[/Attach]

Posted by: i^love^mixery - Friday, December 7, 2012 10:17:30 AM
in team menu put the hunt subroutine into the Behaviour -> On Create box of all the teams and remove it from Generic tab.

Posted by: SUPER-G - Friday, December 7, 2012 4:14:22 PM
yes, that makes sense, behaviour is what what the team uses for hunting scripts, since it is hunting, the team behaves that way. thanks again!

Posted by: i^love^mixery - Friday, December 7, 2012 6:10:25 PM
no not at all because of that. Behaviour and Generic Tab basically do the same. the only difference is that subroutines that you have put in Generic will run infinitely. the tank in your map got the order to move about 30 times per second, causing him to not move at all (he got 'confused', sort of) but the On Create box does something else: it causes the script to run only once - when the team is spawned so the tank got the order to HUNT once and actually started to move.

Posted by: SUPER-G - Friday, December 7, 2012 6:28:02 PM
oh, i get it now[smile]

Posted by: rhaeel the love - Saturday, April 19, 2014 2:03:46 AM
Are you can repeat the explanation video So that we can understand