Posted by: ZaCkOX - Tuesday, December 24, 2013 11:00:00 PM
I didn't receive an inbox either. Was my thread deleted on purpose? Or what happened?

Posted by: i^love^mixery - Wednesday, December 25, 2013 5:54:32 PM
Strange... yes looks deleted to me. Everything else is still there. There was some spam stuff, maybe they accidently removed your topic alongside that. You should send a private message to some forum mod/admin.

Posted by: CommieDog - Thursday, December 26, 2013 3:01:05 AM
Yeah, it's possible that I or someone else accidentially deleted your topic. I'm not sure if it's possible to recover it--you'll have to ask MicScoTho.

Posted by: ZaCkOX - Thursday, December 26, 2013 10:47:44 AM
Well I sent a pm to him. I was able to resolve some things and I wanted to update about the map scripts: 1. I used "remove command button ConstructAmericaDozer from AmericaCommandCenter" and since the computer is America faction it cannot build a dozer. Thankfully this reduced a lot of lag in my map. The computer won't build so this works out perfectly! 2. Give the computer a lot of money so they won't resign at start. 3. To detect if a computer is playing I just check the currency the player has. It will always have more than what I give it. For example, I give all players 1,000,000 and any difficulty for the computer will add more currency to that number. However this doesn't happen at the load or first frame, it happens after 0.01 timer seconds. I tried every frame with false to disable the script. Resolve for the AOD frontline why the area checking didn't work: 1. GLASkirmish folder has script (active every frame, and spawn outside the border by waypoint so no player can see it), spawn GLASkirmish glainfantryrebel, deal damage to kill the same unit. 2. Moved the area checking scripts to GLASkirmish folder. Now works, but somehow it doesn't work without the first script? Glitch I assume? My Hide and Seek Map is moving along nicely. For certain there is no way to give a scud timer to a computer player is there? I tried everything I could think of. But spawning a ScudStorm for the computer player doesn't show a timer and if the computer has another building transferred, it just sells the building. I believe I tried long ago to remove the sell building button and that didn't work. But I also believe back then the button name had a square in front of it making it not work in the script. I will have to retry. I just find it annoying to see the ScudStorm timer disappear after 5 seconds. :(

Posted by: ZaCkOX - Thursday, December 26, 2013 10:22:06 PM
Ok... I am stuck between a rock and a hard place. I need to reset areas to check them properly but the script used to do that requires spawning a unit and killing it. If I have a spawn and kill script in PlayerCivilian folder then I cannot have any scripts in the SkirmishAmerica or else the game has a serious error. If I have the script in the SkirmishAmerica, it will only work when computers are playing. So what do I do? I cannot add a seeker player as computer unless I can spawn the ScudStorm for them. This means I have to avoid the serious error issue but then the game won't work correctly because the areas never reset either. Pulling my hair out! Edit: Just noticed I have 1235 scripts, still adding... didn't think I had that many! HOLY :)

Posted by: i^love^mixery - Saturday, December 28, 2013 12:52:07 AM
I could reproduce that error in a test map and have successfully tested this: [code] *** IF *** Player 'SkirmishAmerica' has Not Equal To 1 unit or structure of type 'AmericaCommandCenter' *** THEN *** Spawn Unit 'asd' of type 'AmericaInfantryMissileDefender' on Team 'teamPlyrCivilian' at waypoint Waypoint 'asd' Unit 'asd'is dealt a lethal amount of damage. [/code] So just put a fix script into the folder of the comp too and modify the one in the PlyrCivilian folder like that. And I have no idea where that crash comes from..

Posted by: ZaCkOX - Saturday, December 28, 2013 1:21:17 AM
[quote=i^love^mixery;129797]I could reproduce that error in a test map and have successfully tested this: [code] *** IF *** Player 'SkirmishAmerica' has Not Equal To 1 unit or structure of type 'AmericaCommandCenter' *** THEN *** Spawn Unit 'asd' of type 'AmericaInfantryMissileDefender' on Team 'teamPlyrCivilian' at waypoint Waypoint 'asd' Unit 'asd'is dealt a lethal amount of damage. [/code] So just put a fix script into the folder of the comp too and modify the one in the PlyrCivilian folder like that. And I have no idea where that crash comes from..[/quote] Ok I will try this. I was having problems with area checking structure AmericaCommandCenter, hopefully this works great. I'll update after. Thanks, excited to try! [h]Update:[/h] Unfortunately there is some huge glitch causing all kinds of trouble. The code above doesn't work the way I want it too. I still see 2 counters displayed to me when only 1 should show. Because of this, timing is messed up. Some my scripts that worked previously are now false statements. I am currently trying to find out where the problem lies. No scripts seem to make the counter reduced to 1 display after the SkirmishAmerica folder has a script in it, even if the script is disabled. Hopefully tomorrow I will have an answer to what script or scripts is causing these major glitches.

Posted by: ZaCkOX - Saturday, December 28, 2013 12:35:38 PM
Ok, this morning I organized the scripts that check area of a player. Remember Mixery I had player7area5 then player7area4, etc. Well I created new folders, GivePlayer0AreaUnits and inside the scripts are organized back as player0area1, player0area2, etc. So I deleted the old folder it was called something like StartingScriptsMustBeTriggered. Then I deactivated a bunch of scripts and after running the map, re-active all the scripts I deactivated. Now the crazy thing is, I didn't delete or add a script and guess what??? The counter went from displaying 2 back to 1 and all my scripts were true statements again. I am not seeing a glitch now. So strange but how could re-organizing and/or deactivating and reactivating scripts fix the counter glitch? It seems the frames were out of whack because statements like, If player0 in area1 then giveplayer0area1units were not working but now it does? So strange but it is working without the script of spawning a unit and then killing it. [h]Edit:[/h] Ok, now it works fine IF I do not add a script to the AmericaSkrimish folder. Even if the scripts are deactivated, the counter display glitch comes back. Also some of my other scripts do not work during this problem. For instance my script that gives everyone 1,000,000 dollars fails to execute and it is a simple script active with every frame, deactivate itself upon success, inside is IF TRUE, player0 gets 1,000,000 player1 gets 1,000,000 etc. I tried your solution but the counter fails to return as displaying 1. I just see 2 the entire time. This issue is pretty serious as it makes other scripts fail to execute. I am getting very mad. One issue to the next.

Posted by: i^love^mixery - Saturday, December 28, 2013 4:07:56 PM
Did you think about putting all the scripts into one comp folder and have one Idle comp spot on your map (like in aod)? I guess that would fix most of the issues.

Posted by: ZaCkOX - Saturday, December 28, 2013 5:27:12 PM
[quote=i^love^mixery;129814]Did you think about putting all the scripts into one comp folder and have one Idle comp spot on your map (like in aod)? I guess that would fix most of the issues.[/quote] But what if there is no computer? I deleted almost all scripts, left 3. The glitch still exists. There is a script that has if then only in the SkrimishAmerica folder. In the player civilian folder there is 2 scripts. 1 to set the counter value and enable the other script which displays the counter on screen to players. Here is the upload: [url=www.zacharystafford.net/Downloads/Hide and Seek GhostTown MakesNoSense.zip]Link[/url] Link didn't work for me, www.zacharystafford.net/Downloads/Hide and Seek GhostTown MakesNoSense.zip Probably because of the spaces in the filename. You could copy paste the link anyway. How do I go about stopping the display glitch? Launch the map and you will see two counters displayed on screen instead of one.

Posted by: i^love^mixery - Saturday, December 28, 2013 6:06:16 PM
ZaCkOX use a comp that always is required for the map to work, as in aod. Stop puttings scripts into both PlyrCivilian and Skirmish folders. It only confuses the game. For example use a GLA comp for the basic setup and put in a USA comp for each hidder. Stop using PlyrCivilian for scripting.

Posted by: ZaCkOX - Tuesday, December 31, 2013 9:32:52 PM
[quote=I^Love^Mixery;129820]ZaCkOX use a comp that always is required for the map to work, as in aod. Stop puttings scripts into both PlyrCivilian and Skirmish folders. It only confuses the game. For example use a GLA comp for the basic setup and put in a USA comp for each hidder. Stop using PlyrCivilian for scripting.[/quote] Thanks Mixery. I didn't understand why it glitched but it makes sense now. I tried all I could to avoid the glitch but it seems to think there is 2 player civilians or it just activates twice. Anyway, I am very stubborn and I didn't want a computer spot so I spent the last few days working hard on adjusting and moving scripts. I got it working without adding a computer spot and just removed the timer display script. Instead I use brief messages to tell the seeker how much time they have left. I also removed the timer from the scud storm so the game looks identical when a computer is even used. Because the scud storm has no timer, I have decided that I will add "Search and Destroy" for hiders. I want players to try to mess with the seeker. The seeker should have no problem hiding buggies or the Jarmen with the main force provided. Now a new question... is there a way to make a computer player worker build demo traps? I want the unit to build randomly at locations without adding a ton more waypoints. Is this possible?

Posted by: i^love^mixery - Wednesday, January 1, 2014 10:05:45 AM
Building should work fine with these scripts: SkirmishOnly -> Build -> Build a Building But you might have to add CombatZone, inner and outer perimeters and the attack paths to the comp base in order to get the scripts to work. If this fails to work then import the standard AI scripts into an empty map (but add all players first!) and see how the comps are ordered to build a building. But stay alert: Comps tend to run out of control and build buildings until they run out of cash. Edit: just tested it and the script you need to use is this: SkirmishOnly -> Build -> Build on front perimeter But he just builds a gigantic circle of a few hundred demo traps around his start position lol

Posted by: ZaCkOX - Wednesday, January 1, 2014 1:16:55 PM
[quote=I^Love^Mixery;129842]Building should work fine with these scripts: SkirmishOnly -> Build -> Build a Building But you might have to add CombatZone, inner and outer perimeters and the attack paths to the comp base in order to get the scripts to work. If this fails to work then import the standard AI scripts into an empty map (but add all players first!) and see how the comps are ordered to build a building. But stay alert: Comps tend to run out of control and build buildings until they run out of cash. Edit: just tested it and the script you need to use is this: SkirmishOnly -> Build -> Build on front perimeter But he just builds a gigantic circle of a few hundred demo traps around his start position lol[/quote] Ah, really? :( I was hoping around the map randomly. I will have to test this and then maybe force myself to use a lot of waypoints. When I use command button and force a worker to build I see a red dot and that tells me a demo trap is there. It must be a glitch? Anyway the map is coming along so good I have quite a lot of fun. I'm getting close to 1500 scripts. It is really cool that the computer can play now.

Posted by: i^love^mixery - Wednesday, January 1, 2014 1:46:41 PM
Yup force building at a waypoint doesn't work :D. Should have pointed that out earlier.. If you find a way to get it to work let me know. But so far the giant circle seems to be the only thing you can do. Of course you could fake the building process by using another random variable, sending the worker to a random waypoint and just spawning the traps when the worker gets there. But sounds pretty retarded... I am also curious about the finished map. Really want to see what you did with 27 different random cases. I will join you for a few rounds on your map if I happen to see you online. Currently pretty busy with programming..

Posted by: ZaCkOX - Thursday, January 2, 2014 8:00:57 AM
[quote=i^love^mixery;129846]Yup force building at a waypoint doesn't work :D. Should have pointed that out earlier.. If you find a way to get it to work let me know. But so far the giant circle seems to be the only thing you can do. Of course you could fake the building process by using another random variable, sending the worker to a random waypoint and just spawning the traps when the worker gets there. But sounds pretty retarded... I am also curious about the finished map. Really want to see what you did with 27 different random cases. I will join you for a few rounds on your map if I happen to see you online. Currently pretty busy with programming..[/quote] Spent most of the day adding scripts. I added about another 400. The red color glitch seems to happen if the fog exists in that area as it is built. I tried to force build in area with no fog and I didn't see red color. So I came up with an idea to make the fog disappear for a second and then post the demotrap right after. It seems to work but haven't fully tested it yet as I am not sure how to make the computer build different waves. Maybe just have to add all the waypoints and different scenarios with different random numbers. I have suffered a new problem. When units move by script they can possibly go out of the border especially the new created border. Because of this the unit will get stuck on the very edge of the map and do nothing. So far I have only reduced this possibility by making less units go to the edge of the map. The map is still moving along. I want to get as much done as possible before I upload here. I should be near 2,000 scripts now.

Posted by: i^love^mixery - Thursday, January 2, 2014 9:59:16 AM
The glitch is very simple to explain. The workers start the building process but do not actually build. If you build something bigger you will see that there is just a 0% construction site but the worker will never start the actual building process. I tried building right next to the worker. Didnt work either. The only workaround seems to be spawning the demo traps. About the waypoints causing the units to get stuck: Just use paths instead. And could you please export all of your scripts (including everything), save them somewhere and check the filesize in bytes on HDD? I am curious if you have more code than I had in my mission map :D (I am too lazzy to count several hundred scripts.)

Posted by: ZaCkOX - Thursday, January 2, 2014 12:50:36 PM
[quote=i^love^mixery;129862]The glitch is very simple to explain. The workers start the building process but do not actually build. If you build something bigger you will see that there is just a 0% construction site but the worker will never start the actual building process. I tried building right next to the worker. Didnt work either. The only workaround seems to be spawning the demo traps. About the waypoints causing the units to get stuck: Just use paths instead. And could you please export all of your scripts (including everything), save them somewhere and check the filesize in bytes on HDD? I am curious if you have more code than I had in my mission map :D (I am too lazzy to count several hundred scripts.)[/quote] Hmm paths, didn't think of that. I am still working on 4 things: 1. How the seeker's main units move around 2. How Jarmen moves around 3. How to build demo traps randomly 4. How to get seeker to place scan and spy drones to look for hiders All of which I have started and work somewhat great but not perfect yet. I got the demotraps to build near perfectly. The red color glitch was when the command button construct demotrap was at the same exact waypoint so it would show red for players. Now because I don't have the computer build in the same spot twice it never shows this red glitch. The .scb file size on disk is: 589,824 bytes Edit: If units move along a path can they break off? Like if I want humvees to be chased all the sudden.

Posted by: i^love^mixery - Thursday, January 2, 2014 1:10:54 PM
Mine is 1.118,239 Bytes :P [img]http://bbsimg.ngfiles.com/1/21829000/ngbbs4c9c933948a0d.jpg[/img] xD 1. very complicated, have fun :D 2. make him hunt using ability vehicle snipe 3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint? 4. randomly i guess? use command button on waypoint X Edit: Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units. Have fun lol

Posted by: ZaCkOX - Thursday, January 2, 2014 1:35:27 PM
[quote=i^love^mixery;129866]Mine is 1.118,239 Bytes :P [img]http://bbsimg.ngfiles.com/1/21829000/ngbbs4c9c933948a0d.jpg[/img] xD 1. very complicated, have fun :D 2. make him hunt using ability vehicle snipe 3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint? 4. randomly i guess? use command button on waypoint X Edit: Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units. Have fun lol[/quote] I don't have a lot of waypoints yet, but once I finish the demo traps there will be tons. I have over 2,000 scripts now. Over 600 in glaskirmish folder and over 1400 in the playercivilian folder. Each demotrap route adds 10 to 15 scripts. Unfortunately I am not sure how to use subroutine events. If I were to spawn units on a team wouldn't that create an issue with my map design? The units already exist and when killed respawn in their starting area. I tried to use Jarmen snipe vehicle but because the vehicles are stealthed he won't move and when the vehicles are detected he does. However that type of movement looks like crap. He stops and goes a lot. Right now I have him moves nearest to AmericaVehicleHumvee but cannot get him to shoot yet because he stops moving. I am looking at a timer situation maybe. I will have to test more. Yes I got the force demotrap building at waypoint to work.

Posted by: i^love^mixery - Thursday, January 2, 2014 1:43:30 PM
[quote=ZaCkOX;129867][quote=i^love^mixery;129866]Mine is 1.118,239 Bytes :P [img]http://bbsimg.ngfiles.com/1/21829000/ngbbs4c9c933948a0d.jpg[/img] xD 1. very complicated, have fun :D 2. make him hunt using ability vehicle snipe 3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint? 4. randomly i guess? use command button on waypoint X Edit: Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units. Have fun lol[/quote] If I were to spawn units on a team wouldn't that create an issue with my map design? The units already exist and when killed respawn in their starting area.[/quote] If it works, it will work fine. Units will then be commandable through team and unit scripts, offering a lot more possiblities in controlling them, But I have no idea if you can spawn units on a team in a skirmish map. I for some reason have in mind that it only worked in mission maps. If you were to spawn teams instead of units, you would pretty much have to redo the entire scripting for the comp seeker and for the hidder too probably. But if it works to spawn them into the team, you wont have to change your scripts at all.

Posted by: ZaCkOX - Friday, January 3, 2014 3:44:44 AM
I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL. I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map?? When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag. Anyway, the map is very playable. Just a few slight issues to work out. I got just about everything working. The computer can play hiders and/or seeker so it is really fun. When the computer plays as seeker it is really difficult to stay alive. Once you are found or if the computer decides to attack, it is pretty much non stop action. Slight issues are making the seeker units chase pilots, radar usage for seeker, and units still going outside the map. I am pretty confident these issues can be fixed tomorrow. So what is in the map? Seeker will attack you if you are detected, attacking a unit, attacking the scud storm. The scud storm will randomly fire at locations and or hiders. When the time limit gets closer to 0 time left, the seeker will get more aggressive. Why is it difficult? Well the units are powerful and destroy buildings pretty well. A player can run and shoot however there is the possibility of Jarmen coming along and BAM your a humvee down easily. Infact I died a lot of to Jarmen chasing me around the map. I would upload what I have but this is already version 10 update and I would rather polish it before I upload then make it version 11. Sorry for the wait but I promise it is well worth it! Edit: BTW, I found out most of the lag was created when units had to move to one another and the path was too complex. Like water to go around, lots of buildings, etc. Also when multiple humvees are near each other the game can lag somewhat because the units are trying to decide which to attack nearest. All I use is move to nearest humvee script so I don't see how I could remove more lag. But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.

Posted by: i^love^mixery - Friday, January 3, 2014 8:19:21 AM
[quote=ZaCkOX;129870]I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL. I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map??[/quote] Yes i meant to write 1,118,239 Bytes.. lol. Most of my scripts have MANY lines of code. But I also have far more than 1.000 scripts. Also a few teams. Map size doesn't matter. Also how many waypoint do you have currently? I used around 1.500. That might affect the size too. [quote=ZaCkOX;129870]When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag.[/quote] I dont get any big lag at all when adding scripts. Only loading the scripting menu takes a lot of time. But your scripting menu seems to lag far more for some reason. And my map was never finished. I wanted to add around 20 minimissions. I gave up with mission 15 because something REALLY pissed me off. We should play the map together so you can see the issues for yourself. I promise you wont be disappointed. I used a lot of scripting tricks. [quote=ZaCkOX;129870] But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.[/quote] Ye.. some lag is also in aod maps unavoidable. For example "attack move" to waypoint always causes a little lag.

Posted by: ZaCkOX - Friday, January 3, 2014 12:24:38 PM
[quote=I^Love^Mixery;129871][quote=ZaCkOX;129870]I am not sure how you got 1,118,239 Bytes but you displayed "1.118,239 Bytes" which means mine would be bigger technically (because of the period), LOL. I'm a little above 600kbs. Do you have something in the scripts, waypoints, etc that makes it a lot of bytes? Teams? Just curious. If I have over 2,000 scripts and yours might be scripts mostly then it has to be double what I have right? How big is the map??[/quote] Yes i meant to write 1,118,239 Bytes.. lol. Most of my scripts have MANY lines of code. But I also have far more than 1.000 scripts. Also a few teams. Map size doesn't matter. Also how many waypoint do you have currently? I used around 1.500. That might affect the size too. [quote=ZaCkOX;129870]When I add a script I get lag for about 2 seconds. When I delete or copy, or anything I get lag. If this was doubled I would suppose you would have lots of lag.[/quote] I dont get any big lag at all when adding scripts. Only loading the scripting menu takes a lot of time. But your scripting menu seems to lag far more for some reason. And my map was never finished. I wanted to add around 20 minimissions. I gave up with mission 15 because something REALLY pissed me off. We should play the map together so you can see the issues for yourself. I promise you wont be disappointed. I used a lot of scripting tricks. [quote=ZaCkOX;129870] But it doesn't lag crazy, it is very playable. Just randomly at some point it might lag from time to time and it disappears.[/quote] Ye.. some lag is also in aod maps unavoidable. For example "attack move" to waypoint always causes a little lag.[/quote] I probably have less than 300 waypoints on the map. Sure I can try it sometime, you can upload here or pm or something. A lot of my scripts have a lot of code in them as well. I have a lot of timers, flags, and counters. I have at least 20 different randomize numbers that happen when the game starts for all kinds of situations. I am trying to keep my maps from being boring. I believe hiders have 30 possible places to go to, 6 of which are nearest so they can change up where they go or garrison as well. Right now seeker only has 6 looking around combinations. I will add more today.

Posted by: i^love^mixery - Friday, January 3, 2014 2:35:26 PM
[quote=ZaCkOX;129872]I probably have less than 300 waypoints on the map. Sure I can try it sometime, you can upload here or pm or something. A lot of my scripts have a lot of code in them as well. I have a lot of timers, flags, and counters. I have at least 20 different randomize numbers that happen when the game starts for all kinds of situations. I am trying to keep my maps from being boring.[/quote] The number of waypoints and objects is shown in the bar on the bottom of the screen. I have 154 objects and 1333 waypoints. Well.. represents my mapping/scripting style perfectly.

Posted by: ZaCkOX - Friday, January 3, 2014 2:48:06 PM
Here is a Youtube video of me playing my map: http://www.youtube.com/watch?v=jvqNE6-ksEg 1185 objects, 276 waypoints.

Posted by: ZaCkOX - Saturday, January 4, 2014 4:29:37 AM
Map seems to be working perfectly now. I might add a few more possibilities but the work is almost entirely done now. I played ten games and had a ton of fun. It should be a lot of fun to get a group and vs the computer seeker. I had a few wins but it was pretty difficult. Should post the map up Saturday night and then include some other versions so the map pack doesn't get boring. Did you watch the video Mixery?

Posted by: i^love^mixery - Saturday, January 4, 2014 10:52:18 AM
I did watch parts of it. The seeker seems rather boring thought. He just moves to the humvees all the time, even if they are stealthed? But besides that, very impressive. Haven't met anybody yet who perfected worldbuilder scripting as easily as you, and I have met quite a lot of people who I supported. It shows that you have programming experience. Lets play the map some time soon. Next week I have holiday.

Posted by: ZaCkOX - Saturday, January 4, 2014 11:13:03 AM
[quote=I^Love^Mixery;129887]I did watch parts of it. The seeker seems rather boring thought. He just moves to the humvees all the time, even if they are stealthed? But besides that, very impressive. Haven't met anybody yet who perfected worldbuilder scripting as easily as you, and I have met quite a lot of people who I supported. It shows that you have programming experience. Lets play the map some time soon. Next week I have holiday.[/quote] You had a 1 and 6 chance the seeker would chase you right away. I fixed that to 1 and 8 now. Just need to make more ways the seeker divides his army to search. To avoid the buggies going out of the map I just use the main force to check edges of the map. Buggies are more on the defense now which supports the seeker gameplay more. Killing quads? Watchout, buggies might shoot you at the same time now. I try to use the strategy of getting close to buggies then garrisoning my units to kill the radar and buggies. If you are detected, the seeker will come after you. You have 45 seconds to lose him or else he can keep following you. An issue I ran into it is because the humvees are stealthed I cannot use hunt, attack in area, attack unit, etc. All I can use is move to nearest unit or attack move to waypoint which works fine. Radar works great. Randomly there is spy drones and satellite used. I watch the replays to see if the seeker acts more human like and it is near there. I will never have the computer act exactly like a human but pretty close. I should be uploading the map tonight. [h]Edit:[/h] It seems I have found yet another glitch. I thought my train stopped working and after checking it HAS STOPPED WORKING!!! HOW???? I noticed it doesn't appear anymore and the sound of the game starting doesn't happen anymore. I believe this started when I inserted scripts into the usaskirmish folder. I have no scripts affecting my train, the waypoints path still exists. How do I go about fixing this? I suppose the issue is because scripts are still in playercivilian? But those scripts do not affect the train at all. Nothing does!

Posted by: ZaCkOX - Sunday, January 5, 2014 5:49:20 PM
Well I cannot get the train to work anymore. Surprisingly I would delete all scripts and folders, train would work in 1 scenario then tried again and it didn't. I don't understand because I never changed the train or any of the waypoints. I am wondering if I can import the scripts and get around this issue. I will try some more things.

Posted by: i^love^mixery - Sunday, January 5, 2014 6:15:07 PM
Yes trains tend to be wicked. But you can spawn trains. You should be able to spawn them for PlyrCivilian or at least for the comps. But dont tell them what waypoint path to use. They use the nearest automatically.

Posted by: ZaCkOX - Sunday, January 5, 2014 6:41:18 PM
[quote=i^love^mixery;129898]Yes trains tend to be wicked. But you can spawn trains. You should be able to spawn them for PlyrCivilian or at least for the comps. But dont tell them what waypoint path to use. They use the nearest automatically.[/quote] Unfortunately anytime I spawn a unit for PlayerCivilian team I get a serious error and the game crashes. This happen even if in the correct folder. I'm scratching my head. I delete EVERYTHING, no scripts or folders at all. Train doesn't work. I could of sworn I did the same thing last night and it worked. What would cause it to not work? Waypoints somehow got screwed up? "Railroad" is still in the correct spot on the waypoint paths. I am thinking possibly when I added waypoints the code got screwed up and thinks they interact or something. Because of this the train won't spawn and work properly. The problem is I cannot see it. I can only see my waypoints and not the code that holds that information. Edit: WOW it worked without an error. I see the train again! I didn't try this because I would get serious error for any unit earlier but now it works with no error. So strange, thanks Mixery for suggesting it!

Posted by: i^love^mixery - Sunday, January 5, 2014 7:19:24 PM
Your are welcome. I also dont fully understand all the bugs and glitches of the worldbuilder. It is a very strange and unreliable tool. The main problem is, that they put a mission and a skirmish editor together. This causes several glitches and scripts that only work for certain scenarios. I am using the worldbuilder since 10 years now and there are still things I can only get to work with trial & error.

Posted by: ZaCkOX - Monday, January 6, 2014 8:52:49 AM
[quote=i^love^mixery;129901]Your are welcome. I also dont fully understand all the bugs and glitches of the worldbuilder. It is a very strange and unreliable tool. The main problem is, that they put a mission and a skirmish editor together. This causes several glitches and scripts that only work for certain scenarios. I am using the worldbuilder since 10 years now and there are still things I can only get to work with trial & error.[/quote] I agree, this is really getting on my nerves. I run into little issues as well. In some cases no timer is needed for command button use. For example when I make the computer use emergency repair from their command center, it needs a timer to stop the event from going off every frame. But scud storm doesn't need a timer. Once the command button is used, it is deactivated. However the emergency repair is not. The map is in great shape. I added more demotrap waypaths, I added computer camping for hiders, I did add re-bunkering after a building is destroyed but for some reason the script refuses to work. Instead units just attack any enemy units nearby. Code: [h]Deactivates after called.[/h] *** IF *** Timer 'ComputerArea1GetOutOfHumveesTimer' has expired. *** THEN *** Disable Script 'ComputerPlayArea1RadarDetected'. Set timer 'ComputerArea1CampTimer' to expire in 300.00 seconds. Unit '1k' unloads. Unit '1l' unloads. Set timer 'WaitComputerArea1Bunker' to expire in 3.00 seconds. Enable Script 'ComputerArea1BunkerUnitsGarrison'. ================================================================== [h]Deactivates after called.[/h] *** IF *** Timer 'WaitComputerArea1Bunker' has expired. *** THEN *** Unit '1a' garrison a nearby building. Unit '1b' garrison a nearby building. Unit '1c' garrison a nearby building. Unit '1d' garrison a nearby building. Unit '1e' garrison a nearby building. Unit '1f' garrison a nearby building. Unit '1g' garrison a nearby building. Unit '1h' garrison a nearby building. Unit '1i' garrison a nearby building. Unit '1j' garrison a nearby building. Set timer 'ComputerArea1LoadHumvees' to expire in 5.00 seconds. Enable Script 'ComputerArea1GarrisonHumvees'. =================================================================== [h]Deactivates after called.[/h] *** IF *** Timer 'ComputerArea1LoadHumvees' has expired. *** THEN *** Unit '1a' loads into Unit '1k' Unit '1b' loads into Unit '1k' Unit '1c' loads into Unit '1k' Unit '1d' loads into Unit '1k' Unit '1e' loads into Unit '1k' Unit '1f' loads into Unit '1l' Unit '1g' loads into Unit '1l' Unit '1h' loads into Unit '1l' Unit '1i' loads into Unit '1l' Unit '1j' loads into Unit '1l' Enable Script 'ComputerArea1WaitAndCamp'. Set timer 'ComputerArea1ReGarrisonBuildingsTimer' to expire in 15.00 seconds. Enable Script 'ComputerArea1ReGarrisonBuildings'. =============================================================================== [h]No Deactivate, repeats every 1 second.[/h] [color=red] *** IF *** Timer 'ComputerArea1ReGarrisonBuildingsTimer' has expired. *** THEN *** Unit '1a' garrison a nearby building. Unit '1b' garrison a nearby building. Unit '1c' garrison a nearby building. Unit '1d' garrison a nearby building. Unit '1e' garrison a nearby building. Unit '1f' garrison a nearby building. Unit '1g' garrison a nearby building. Unit '1h' garrison a nearby building. Unit '1i' garrison a nearby building. Unit '1j' garrison a nearby building.[/color] =============================================================================== [h]Deactivates after called.[/h] *** IF *** Timer 'ComputerArea1CampTimer' has expired. *** THEN *** Disable Script 'ComputerArea1ReGarrisonBuildings'. Unit '1a' leaves the building. Unit '1b' leaves the building. Unit '1c' leaves the building. Unit '1d' leaves the building. Unit '1e' leaves the building. Unit '1f' leaves the building. Unit '1g' leaves the building. Unit '1h' leaves the building. Unit '1i' leaves the building. Unit '1j' leaves the building. Set timer 'LeaveBuildingToGoBackInHumveesArea1Timer' to expire in 3.00 seconds. Enable Script 'LeaveBuildingToGoBackInHumveesArea1'. What is in red seems to never work. The rest of everything works great, no known issues yet. I would say map is about done. I'll probably host games in the server today and upload. I don't see anything wrong with the code above. If the script is enabled after 15 seconds and not disabled until after 300 seconds then the units should try to re-bunker if a building is destroyed correct? But once the building is destroyed they chase nearby enemy units which I have no code for that at all! I only move the units 1k, 1l, 1m, 1n so how they move by themself? It must be the computer moving and attacking.

Posted by: i^love^mixery - Monday, January 6, 2014 10:44:32 AM
They probably try to garrison a destroyed building or they think they are still inside a building. You could try to remove (Unit -> Delete or Remove -> Remove) any building if it is destroyed. Or you could try to entirely destroy any building once it is un-garrisonable (too much damage).

Posted by: ZaCkOX - Monday, January 6, 2014 6:27:49 PM
[quote=I^Love^Mixery;129910]They probably try to garrison a destroyed building or they think they are still inside a building. You could try to remove (Unit -> Delete or Remove -> Remove) any building if it is destroyed. Or you could try to entirely destroy any building once it is un-garrisonable (too much damage).[/quote] I believe you are right. Instead I make them go back into the humvees ready to move if possible. So I have played maybe 10 games online with other people. Pretty fun but there is one serious issue. As a team we all bunker up and the computer has a flaw for this. The computer moves to nearest humvees but because of this they do not attack very well while moving. They just keep moving. Is there something I could add to this? BTW, the humvees are stealthed. Code: [h]Happens every frame when enabled[/h] *** IF *** Counter 'ComputerArea5RandomTimer' IS Equal To 0 *** THEN *** Unit '5a' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5a' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5a' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5b' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5b' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5b' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5c' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5c' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5c' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5d' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5d' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5d' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5e' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5e' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5e' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5f' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5f' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5f' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5g' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5g' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5g' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5h' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5h' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5h' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5i' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5i' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5i' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5j' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5j' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5j' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5k' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5k' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5k' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5l' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5l' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5l' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5m' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5m' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5m' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5n' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5n' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5n' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5o' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5o' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5o' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5p' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5p' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5p' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5q' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5q' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5q' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5t' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5t' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5t' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5u' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5u' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5u' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5v' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5v' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5v' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Unit '5w' will move towards the nearest 'AmericaInfantryPilot' within area 'HuntingArea' Unit '5w' will move towards the nearest 'AmericaVehicleMedic' within area 'HuntingArea' Unit '5w' will move towards the nearest 'AmericaVehicleHumvee' within area 'HuntingArea' Maybe I could just enable it every 1 second or longer? Maybe they would then not get so close? What about attack move? I tried attack move on unit one time and I believe it did nothing because they are stealthed. Edit: It isn't enabled every frame though anyway because it deactivates. I will have to test hunt but I believe that only works when the command center is accessible being this map has it cut-off the computer does nothing. [color=red]Newest update:[/color] I did some testing and nothing worked for me except this seems to work: Unit '5e' changes his attitude to Aggressive He tries to move at same time but stops and shoots then tries to move but still stops to shoot. This looks very aggressive and works for me. He attacked the bunker first tried to move but it was like instant stop, shooting at the bunker like crazy, moved VERY small step forward shooting still at bunker. So I will add this in at start correct?

Posted by: ZaCkOX - Tuesday, January 7, 2014 2:52:49 AM
Well here it is! Version A with Quads and full computer player support. I will make the other versions and snow map soon enough. Now since most of the work is done it should be easy to import. [url=http://www.ZacharyStafford.net/Downloads/HideandSeekGhostTownVA12.zip]Link[/url] Everything seems to work great, no known issues right now. I was going to add difficulty settings but that would be too much work when I have 5 versions for each map to make. Anyway try this out I think you will be impressed. Adi320 and I had a very hard time winning, actually we never won after the aggressive script was added lol. If you watch the seeker you will see he sort of acts human. I tried my best to make it perfect and I am pretty happy.

Posted by: i^love^mixery - Tuesday, January 7, 2014 11:14:47 AM
Uhm well.. the seeker is nuts lol. Can barely survive 5 minutes. But great work, indeed. But why exactly can you build demo traps at random locations? When I try it I only see the constuction site at 0% and the worker doesnt actually start the building process.

Posted by: ZaCkOX - Tuesday, January 7, 2014 12:54:38 PM
[quote=i^love^mixery;129925]Uhm well.. the seeker is nuts lol. Can barely survive 5 minutes. But great work, indeed. But why exactly can you build demo traps at random locations? When I try it I only see the constuction site at 0% and the worker doesnt actually start the building process.[/quote] If you can make a copy of the replay, (it is still available if you haven't played over it) and send it to me I can view it. Every game I played the demo traps worked fine. The only way the worker couldn't build is if he was killed or blocked. Train isn't killing him? Units aren't making it run around in circles? Also there is a script if he dies he starts a new route after and he should never do the same route twice because of flags. Edit: OR did you mean when you try to script it, it doesn't work? Well I do disable the worker from being built, I give the computer a lot of money, and I force him to build with command button. Might be a reason in there somewhere. You could try going through all the scripts and seeing what you don't have. The build route is under the USASkirmish folder computerplayingwithinArea5build I think.

Posted by: i^love^mixery - Tuesday, January 7, 2014 2:26:45 PM
[quote=ZaCkOX;129928][quote=i^love^mixery;129925]OR did you mean when you try to script it, it doesn't work? Well I do disable the worker from being built, I give the computer a lot of money, and I force him to build with command button. Might be a reason in there somewhere. You could try going through all the scripts and seeing what you don't have. The build route is under the USASkirmish folder computerplayingwithinArea5build I think.[/quote] yes thats what i meant. Strange.. maybe it works only for GLA or only for non-faction buildings............ I might try again later. I only tried it once and gave up after it failed.

Posted by: ZaCkOX - Wednesday, January 8, 2014 2:14:29 AM
Well the map is popular, still haven't won yet. I got close with 1 minute left. I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one? Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it?

Posted by: i^love^mixery - Wednesday, January 8, 2014 10:22:23 AM
[quote=ZaCkOX;129943]Well the map is popular, still haven't won yet. I got close with 1 minute left. I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one? Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it?[/quote] You can get units out of the tunnel, yes. You can "guard from inside tunnel network". But afaik you need at least 1 named tunnel to load units into. Also you will need a team, because the script only works on teams: Team -> Guard -> from inside tunnel network Maybe a team will automatically load into the nearest tunnel if you use this script or a similar one: Team -> Garrison -> Garrison nearby building. But I have no idea if that will work. It might. About the serious error: You should disable all script folders of the computer player, then remove him from the game (by revoming all his buildings). That shouldn't cause a crash. Or could the crash come from the PlyrCivilian folder?

Posted by: ZaCkOX - Wednesday, January 8, 2014 1:51:45 PM
[quote=i^love^mixery;129946][quote=ZaCkOX;129943]Well the map is popular, still haven't won yet. I got close with 1 minute left. I found a serious error but it seems to only happen after the computer is killed within area 5. This means the seeker scripts. There is so many though to disable. I was wondering if there was a simple script I could use? To see the error you can ally with the seeker and wait after 20 minutes. When he dies, about a second later the game crashes. I suppose it is a script that waits to execute from a timer. Something that moves his units which are not existent or are now team playercivilian. Maybe I shouldn't kill the player and instead end the game? Which script is the appropriate one? Another question is, is there a way to make the computer use network tunnels? I won't have names to tunnels so I assume there is no way to use them effectively? Like if I use the special power from the command center to place a tunnel instantly is there a way to evacuate units out of it?[/quote] You can get units out of the tunnel, yes. You can "guard from inside tunnel network". But afaik you need at least 1 named tunnel to load units into. Also you will need a team, because the script only works on teams: Team -> Guard -> from inside tunnel network Maybe a team will automatically load into the nearest tunnel if you use this script or a similar one: Team -> Garrison -> Garrison nearby building. But I have no idea if that will work. It might. About the serious error: You should disable all script folders of the computer player, then remove him from the game (by revoming all his buildings). That shouldn't cause a crash. Or could the crash come from the PlyrCivilian folder?[/quote] Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field. I don't have a lot of experience with using teams, creating, etc. Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine.

Posted by: i^love^mixery - Wednesday, January 8, 2014 3:00:50 PM
[quote=ZaCkOX;129949]Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field. I don't have a lot of experience with using teams, creating, etc. Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine.[/quote] If you have created a team (even if it is empty) you might be able to spawn units for that team. Just select the team name instead of the player name when you spawn the units. If it works then you can adress the units as teams and as individual units afterwards. But this might actually fail to work. As I have said before it is possible that this only works in mission maps. I can't remember. And as I have said: Just disable all script folders when you computer player lost. It should be no big deal, since I have seen that you do not have a giant amount of script folders. All scripts inside deactivated script folders will never be executed until the folders are activated again.

Posted by: ZaCkOX - Friday, January 10, 2014 4:21:25 AM
[quote=I^Love^Mixery;129950][quote=ZaCkOX;129949]Can I add units to a team? Like unit 5a becomes team Area5TunnelTeam? The unit is already created on the field. I don't have a lot of experience with using teams, creating, etc. Edit: It seems the error occurs because units are created after destruction. I removed all scripts from the USASkirmish. I guess I could add do not create units if timer is expired but then that requires the NOT statement and more work. I am not sure if the NOT statement (False statement actually) always works fine.[/quote] If you have created a team (even if it is empty) you might be able to spawn units for that team. Just select the team name instead of the player name when you spawn the units. If it works then you can adress the units as teams and as individual units afterwards. But this might actually fail to work. As I have said before it is possible that this only works in mission maps. I can't remember. And as I have said: Just disable all script folders when you computer player lost. It should be no big deal, since I have seen that you do not have a giant amount of script folders. All scripts inside deactivated script folders will never be executed until the folders are activated again.[/quote] I removed the disabling of scripts and folders after 20 minute time limit because I figured if the computer dies then the folder is not processed anymore. I then added a flag to figure out when the game was over and stop the playercivilian units from respawning after the seeker player died. It works, no errors. I also made the D version for GhostTown and at first thought it was easier but bikes are so fast they create a huge difficulty. I have yet to win still. I got close though, 1 minute left. The problem is the aggressiveness is off the chart and so hard to stay alive. But I like that because if I was playing as a seeker, most likely the hiders would die too. So in a way it is a great challenge, practice, and fun overall. The sad thing is no matter how cool this is, it isn't played much today. It would of been a bigger impact when the game was created. It does however demonstrate my skills in making something fun, balanced, and programming/scripting it. I have that stubbornness to make sure it was done right and overall it did come out great. Like you said, impressive! I haven't worked on the teams thing yet but I think there might be a way to get it to someway work but maybe not exactly to my liking. I will probably work on stealth tomorrow night and with the hijackers + stealth bus I will try to use tunnels. We will see how it comes out.

Posted by: ZaCkOX - Monday, January 13, 2014 3:21:16 AM
Is there a way to tell "when" a bus has become immobile? I tried status immboile but it didn't work. I tried less than or equal to 0 health but that only happens after the unit dies completely. I want to kill the bus after it cannot move and while units are inside it. This way all the units respawn and are easy to script for future attacks.

Posted by: i^love^mixery - Monday, January 13, 2014 6:06:32 AM
Haven't tried that yet. You can only test all the *IF* status statements.

Posted by: Gameanater - Monday, January 13, 2014 6:39:21 PM
[quote=I^Love^Mixery;129866]Mine is 1.118,239 Bytes :P [img]http://bbsimg.ngfiles.com/1/21829000/ngbbs4c9c933948a0d.jpg[/img] xD 1. very complicated, have fun :D 2. make him hunt using ability vehicle snipe 3. afaik no way in skirmish maps. either a giant circle or spawning traps at given waypoints. Or did you get it to work to force build at waypoint? 4. randomly i guess? use command button on waypoint X Edit: Sure. "On enemy sighted" is the key word. Subroutine events, see the team tabs. But he might also see stealthed units (pretty sure he does) so you also have to check if seen units are also non-stealthed. You SHOULD be able to spawn the units on a team with that type of an event. Just create an empty team with "on enemy sighted" subroutine and spawn the seeker unit on that team instead for the comp. I am not quite sure if that worked in skirmish maps. You might have to use teams entirely instead of spawning units. Have fun lol[/quote] Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_-

Posted by: ZaCkOX - Monday, January 13, 2014 10:13:10 PM
[quote=i^love^mixery;130006]Haven't tried that yet. You can only test all the *IF* status statements.[/quote] None of the status statements seem to work with the bus? All I could see work was health. However I could not get health 0% to work. I assume there is an issue with this? When the bus first loses health it goes back to 100%. I tested. However never saw it say 0%. The other problem is tunnels. A bus can go into it to heal. So even if I check for the 2nd 100% flag it wouldn't matter if it goes into a tunnel. I don't think it is possible to tell when the bus is immobile.

Posted by: i^love^mixery - Tuesday, January 14, 2014 10:15:04 AM
[quote=Gameanater;130008]Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_-[/quote] You are neither contributing to this topic nor fun. How about that? We compared our .scb file size which is just a very nerdy thing to do so I guess the picture is appropriate. I don't think ZaCkOX would get mad over something like that. Are you mad because there now is a rooster in your matrix? [quote]None of the status statements seem to work with the bus? All I could see work was health. However I could not get health 0% to work. I assume there is an issue with this? When the bus first loses health it goes back to 100%. I tested. However never saw it say 0%. The other problem is tunnels. A bus can go into it to heal. So even if I check for the 2nd 100% flag it wouldn't matter if it goes into a tunnel. I don't think it is possible to tell when the bus is immobile. [/quote] "If status braking" works. If the unit wasn't just spawned the braking flag will be true whenever the unit isn't moving. So you could remove them once they didn't move for a minute or so. Or make sure that they never stop moving as long as they are alive and remove them after a shorter brake time.

Posted by: ZaCkOX - Tuesday, January 14, 2014 2:51:35 PM
[quote=i^love^mixery;130013] "If status braking" works. If the unit wasn't just spawned the braking flag will be true whenever the unit isn't moving. So you could remove them once they didn't move for a minute or so. Or make sure that they never stop moving as long as they are alive and remove them after a shorter brake time.[/quote] This idea may work in some cases but in all I don't see that possible. I actually believe there is no way to tie both the human and computer player to the same scenario. Therefore I think this could only work for computer playing. I have been trying to make it global for any player but sadly I doubt that is possible. After more testing this might work only for computer player as well: If unit is at 99% health then If unit is at 100% health then 'This is when the bus becomes immobile. set timer wait 15 seconds if unit is not destroyed then kill unit Of course there will be more statements to avoid serious errors. I cannot run the statements if the unit is not existent. And the other problem is using the code between the cpu player folder and the playercivilian which I might use a marker. OR I might use "unit destroyed or not in area" check. I will have to work on it some more.

Posted by: Annihilationzh - Tuesday, January 14, 2014 5:55:53 PM
I've been looking through the INI code, and there's no status for a bunkered battle bus. The code uses a conditionstate instead.

Posted by: Gameanater - Tuesday, January 14, 2014 8:40:51 PM
[quote=i^love^mixery;130013][quote=Gameanater;130008]Dude, I think that picture might get deleted from here... It's not funny. :/ And it's just wrong... -_-[/quote] You are neither contributing to this topic nor fun. How about that? We compared our .scb file size which is just a very nerdy thing to do so I guess the picture is appropriate. I don't think ZaCkOX would get mad over something like that. Are you mad because there now is a rooster in your Matrix? Just sayin'. :/ I kinda... reeeaaally don't find those kind of jokes funny.