Posted by: Oberscht - Saturday, March 8, 2008 11:23:23 AM
Hi, I like to watch the AI players fighting each other. So I modified a map, making me putative unattackable: No way up to my plateau, no waypaths, no combat zone. But ingame its different: The AI is attacking me with planes and helicopters. Likewise they try to get their tanks up the mountains and produce a "tank traffic jam" around my plateau. So is there a way to make a passive AI not attacking the player's base?

Posted by: Yoshi714 - Saturday, March 8, 2008 11:49:50 AM
You know you can just surrender at the start and then watch the game from the observer view, its what I do, you may also be able to make "observer" a playable side if you go into the playter template. Unless you are trying to be around to change the tide of battle or something, but I just do this for testing.

Posted by: Oberscht - Saturday, March 8, 2008 11:56:45 AM
[quote]Unless you are trying to be around to change the tide of battle or something [/quote] Thats the point! I want to be unharmed, but I also like to drive around with my Jarmen Kell, shooting some tank crews and infantery and maybe some little attack with some tanks. Guerilla-like, so to speak.

Posted by: Yoshi714 - Saturday, March 8, 2008 12:28:32 PM
Well... this is somewhat foreign to me, but have you tried going into he scripts for that map and overriding the teams? making everyone neutral to the player at PlayerStart_# (whichever one you are at). I think ive seen something like that in there, but I have never used it.

Posted by: Me Myself and Pi - Saturday, March 8, 2008 1:43:28 PM
Are the AI players on different teams?

Posted by: Oberscht - Sunday, March 9, 2008 6:52:34 AM
[quote=Me Myself And Pi]Are the AI players on different teams? [/quote] Yes, they are.

Posted by: Me Myself and Pi - Sunday, March 9, 2008 10:38:03 AM
Well, it is possible to create some scripts that will have the AI consider you as neutral. Then when you move off the cliff have the AI consider you as an enemy. Would you like instructions to do that?

Posted by: Oberscht - Monday, March 10, 2008 1:58:33 AM
[quote=Me Myself And Pi]Well, it is possible to create some scripts that will have the AI consider you as neutral. Then when you move off the cliff have the AI consider you as an enemy. Would you like instructions to do that? [/quote] Yeah, that would be nice. But wouldnt that mean that when I move my units off the cliffs the AI will start to attack my base? Or is it possible to turn just the units to enemies?

Posted by: Yoshi714 - Monday, March 10, 2008 3:02:05 AM
I think what Pi is saying is that the computer would consider anyone in a certain polygon to be neutral, so your base sitting on the clif would be fine just not the units that go down the mountain looking for a "I am God" like adventure.

Posted by: Me Myself and Pi - Monday, March 10, 2008 1:31:59 PM
Yoshi, I don't thinks that possible unless the units are prenamed or are in a team. But since their built by a human player, that just not possible. So create these scripts in your map: [b]Make Enemies:[/b] [code]*** IF *** Player '' has Greater Than 0 within area area 'Computer Players' *** THEN *** Player '' considers Player '' to be Enemy Player '' considers Player '' to be Enemy Enable Script 'Make Neutrals'.[/code] [b]Make Neutrals:[/b] [code]*** IF *** Player '' has Equal To 0 within area area 'Computer Players' *** THEN *** Player '' considers Player '' to be Neutral Player '' considers Player '' to be Neutral Enable Script 'Make Enemies'.[/code] has to be used here because a copy of these scripts need to go in each of the computer player's folders. then won't work. Be sure to create a trigger area that contains the whole area the skirmish players are that doesn't include your base. So create those scripts & copy them. Move the copies into each of the computer player's folders so that each skirmish player has one copy of these script. Doing this will prevent the skirmish scripts from working in your map. So you'll need to import them. Importing them from the game directory will put the scripts into the wrong folders so download & use [url=http://www.cncgeneralsworld.com/public/files/Me Myself and Pi/Skirmish Scripts.zip]these[/url] instead. Be sure to uncheck [b]Auto Verify[/b] first though. When you're finished with that, the computer players should attack your units when you attack the AI & will then ignore you if you don't have any unit in that area.

Posted by: Yoshi714 - Tuesday, March 11, 2008 4:45:02 PM
Pi why is it everyone else cant import the skirmish scripts straight from the game folder? i tried it on mine and checked the scripts and they were in the correct folders, so i ran the map with them and the AI worked fine... why does mine work and everyone else has to get it elsewhere?

Posted by: Me Myself and Pi - Tuesday, March 11, 2008 5:55:10 PM
Are you sure they import into the correct folders? Like you might see the scripts with USA in the names while it's in the SkirmishChina folder. If so, then you might've fixed them yourself or downloaded the correct script & place them over the original, or have downloaded a mod that had them fixed. Or maybe you have the skirmish players arranged in the order that the script come in, but I don't think that'll work.

Posted by: Yoshi714 - Tuesday, March 11, 2008 10:07:26 PM
i play off the decades disk, would that have any effect? anyhow, yea, i checked they are in the right folders. i imported those from the game directory before i ever downloaded any mods.

Posted by: Me Myself and Pi - Wednesday, March 12, 2008 10:48:30 AM
That might be. But are you using just Generals, or Zero Hour. In Generals, the script do import into the right folders.

Posted by: Yoshi714 - Wednesday, March 12, 2008 10:22:27 PM
ZH - Always One downside to the decades disk though for me is that it wont let me run my screen resolution at 1600 x 1200 on my other monitor, it wouldnt stretch it on a 1680 x 1050 screen, only on the regular Gen w/ ZH would it do that. I have legal copies of both the decades and just Gen/ZH. My current screen though runs 19 x 12, so it stretches, so its not a problem so I'm running on the decades disk.

Posted by: krit - Thursday, March 13, 2008 12:01:08 AM
Go to [b][My Documents\Command and Conquer Generals Zero Hour Data][/b] and find [i]Options.INI[/i]. Open it and find the line saying "Resolution = #### ####" where #s represents numbers. Change it to the screen resolution you want, of which in this case will be "Resolution = 1680 1050"

Posted by: Yoshi714 - Thursday, March 13, 2008 12:06:16 AM
I suppose I can do that Krit, but the control bar scheme (not the buttons or anything interactive, but the actual silver doodadie they have around it) wont be the right size will it? From what I could see in the files it only comes in the sizes listed in the options window. I'll give it a try, but I'll actually try it at the res I run this monitor on and see what it says. I think the play area will look fine, I just dont think the format of everything that surrounds the control bar will look normal. EDIT - I tried it, 1680 worked fine, although it had a hard time starting up, not sure why, but once in game it was ok. Stuff looked a lil funny, text mainly but maybe the game just didnt know what size font to use at the resolution. 1900 didn't work though. Damn..

Posted by: krit - Thursday, March 13, 2008 12:15:35 AM
I'm running on one that I typed in myself (Resolution = 1280 1024) and it's working fine from here...

Posted by: Yoshi714 - Thursday, March 13, 2008 12:21:38 AM
Hmmm... im going to assume the game engine just can't handle anything higher than 1600 x 1200 then. I got a Direct x 8.0 error when I tried (said I didnt have it) I have 9 so that is not the issue. Maybe Direct x doesnt like the resolution although it runs other games I have at it. Doesn't matter, I am fine with what I'm using. Thanks for the suggestion though, that does solve the problem of not being to play on my other monitor on the res I want.