Posted by: Kagatos - Tuesday, October 9, 2007 5:42:33 AM
Hopefully this is in the right spot on the forums. Me and a few buddies like playing the AOD's and 3v5 Compstomps in Zero hour. And so I have tinkered around in Worldbuilder trying to make my own map that will be a little of both. I created one with 3 start points for the humans and 1 for an AI. I also added a few extra reinforcement pads(17 in all) on the AI's side to help with units. The first time that I ran the map it worked great the AI built like it was supposed to but it had to capture each of the reinforcement pads. So I threw in a script that gave all the pads to the AI in the beginning and ran it again. This time all the AI's just sat there doing nothing...The pads were under the "enemy" AI's control and dropped off units that came and fought but the AI itself just sat there doing nothing. I've had this happen on a few other maps I've made and I've just scrapped them. But I really would like to know what I'm doing wrong if anything. I've tried looking up Tutorials on the web but the ones I can find don't seem to be giving me the information that I need. Can anyone help?

Posted by: Me Myself and Pi - Tuesday, October 9, 2007 7:39:46 AM
EA games created hundreds of scripts for the AI. You can find them in Data\Scripts folder in your game directory (If you installed Zero Hour in the default path, then it should be C:\Program Files\EA Games\Command & Conquer Generals Zero Hour"). If you put a script into one of the skirmish script folders (this includes the "Neutral" folder), then the default skirmish scripts don't get activated. You can only put scripts in the PlyrCivilian folder without this happening. This is really handy when creating an AOD map so that the skirmish scripts don't interfere with the AOD map scripts. You can import skirmish scripts into your map though, then the AI will work properly. But take note, after this is done, it takes about 45 seconds to open up the script menu. So be sure your done with your scripts before importing. You can import the scripts from the Data\Scripts folder in your game directory, but for some reason, they don't come in the right folders. A long time ago, I resorted them because I was trying to modify the AI scripts for a certain map. I've uploaded the below, there available for you to download. 1) After you download them, extract the scripts from the ZIP folder, open up your map & the script menu. 2) Click on the "Import" button & browse for the script file. 3) The "OK" button is hidden do to an EA bug, just press the "Enter" key after you've selected the script file. This should do it! Let me know if you have any more problems. [b]Download Attachment:[/b] [url=http://www.cncgeneralsworld.com/public/files/Me Myself and Pi/Skirmish Scripts.zip][img]http://www.cncgeneralsworld.com/forums/images/icon_paperclip.gif[/img] Skirmish Scripts.zip[/url] 229.85 KB

Posted by: Kagatos - Tuesday, October 9, 2007 10:42:20 AM
Thank you for the quick response. I will try to mess around with it more when I get back home tonight. Cheers. EDIT: Ok, I followed your instructions and I get to the point where a blank grey box appears in the Scripts window and then the Program stops responding. I've tried waiting and even hitting the enter key again but nothing happens. I also tried downloading the file again in the hopes that the first time it got corrupted somehow, but I got the same thing on the second one. I take it putting them in by hand is a pain? or did I just screw up an easy import... [blush]

Posted by: CommieDog - Tuesday, October 9, 2007 6:04:25 PM
Try unchecking the Auto Verify option before you import scripts.

Posted by: Me Myself and Pi - Tuesday, October 9, 2007 8:36:15 PM
Oops... Sorry, I forgot to tell you about that. CommieDog it right, uncheck the "Auto Verify" thingy. When a script gets verfied, it checks if the scripts works with the map. Lets say there's a script on a map that tells a unit to move somewhere. When that script gets verified, it will check to see if that unit exist. If the unit with that name exists, well, nothing will happen but if it doesn't exist, then a question mark will come up on the script. When you uncheck the "Auto Verify" thingy, a script will get verified when you open that script. Now lets say there's 200 hundred scripts per skirmish player, & there's 12 skirmish players. That makes 2,400 scripts to verify! If you waited, maybe, a half hour, each script would've probably got verified & the world builder would've reverted back to normal behavior. Let me know if you have any more problems.

Posted by: Kagatos - Wednesday, October 10, 2007 1:12:56 PM
Yeah that did it. Unchecked the Auto Verify and it was done in a few seconds. However, when the map starts now the AI just sells out. [sad] Did some checking and it looks like the folders are still getting messed up. IE China was in GLA, USA in China etc...etc... And some it looks like didn't even get put in; as toxin and demo both were still empty after the import. EDIT: Okay, messed around a bit more and got it working. Had to go and move the scripts, remove all AI's...then put them back in. Import, and move back first scripts and it worked. Yay! Thank you for the Help...I appreciate it!