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#1 AdmiralGT

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Posted 02 May 2004 - 10:36 AM

Hi,

Im not sure if this is the right forum to post this but i think my problem is AI related. For the past few weeks i've been creating my own small mod and i added a few units into my mod. Im not interested at the moment in adding AI so that i can have computer players, but when i playtested my mod last night with a few friends, the units were unresponsive. For example, my friend set his migs to anti air guard, a group of raptors few past and the migs did nothing. Also, my friend had a group of tanks in his base. I attacked them with my group and instead of them attacking me, they just sat there and died. The guard function also failed to work and wasnt registering units entering their guard zone.

I was just wondering if you guys had any help/advice on how to fix my problem so that i can continue to play my mod since its rather annoying when units dont attack back.

Thnx

AdmiralGT

#2 Mithril

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Posted 02 May 2004 - 12:18 PM

Hmm this seems to be an ini- related question (have you got AutoAcquireEnemies = Yes set in the AIUpdate interfaces?), but in case you want the AI to use the new units go to the SDI tutorials page
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#3 AdmiralGT

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Posted 03 May 2004 - 10:35 AM

I've checked all my units, they're all set to Yes for AutoAcquireEnemy. If you have any other suggestions then they would be much appreciated since otherwise my mod is unplayable.

#4 Mithril

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Posted 03 May 2004 - 11:02 AM

Post one of your units code here so I can see if it is an INI problem.
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#5 AdmiralGT

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Posted 03 May 2004 - 11:50 AM

;------------------------------------------------------------------------------
Object ChinaTankDuelBattleMaster

 ; *** ART Parameters ***
  SelectPortrait         = SNBattlemaster_L
  ButtonImage            = SNBattlemaster
  
  UpgradeCameo1 = Upgrade_Nationalism
  UpgradeCameo2 = Upgrade_ChinaUraniumShells
  UpgradeCameo3 = Upgrade_ChinaNuclearTanks
 ;UpgradeCameo4 = NONE
 ;UpgradeCameo5 = NONE
  
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = NVDBMaster
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = REALLYDAMAGED
      Model               = NVDBMaster_D
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = NVDBMaster_D
      Turret              = Turret01
    End

    TrackMarks              = EXTnkTrack.tga
  End

 ; ***DESIGN parameters ***
  DisplayName      = OBJECT:DuelBattleMaster
  Side = China
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY DuelBattleMasterTankGun
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 1200
  BuildTime       = 12.0         ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = ChinaWarFactory
    Science = SCIENCE_ChinaTankDuelBattleMaster
  End

  ExperienceValue = 100 100 200 400   ;Experience point value at each level
  ExperienceRequired = 0 200 300 600;Experience points needed to gain each level
  IsTrainable = Yes            ;Can gain experience
  CrusherLevel           = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet       = ChinaVehicleDuelBattleMasterCommandSet

 ; *** AUDIO Parameters ***
  VoiceSelect = BattleMasterTankVoiceSelect
  VoiceMove = BattleMasterTankVoiceMove
  VoiceGuard = BattleMasterTankVoiceMove
  VoiceAttack = BattleMasterTankVoiceAttack
  SoundMoveStart = BattleMasterTankMoveStart
  SoundMoveStartDamaged = BattleMasterTankMoveStart

  UnitSpecificSounds
   ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = BattleMasterTankVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    VoiceCrush = BattleMasterTankVoiceCrush
    VoiceEnter = BattleMasterTankVoiceMove
  End

 ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 120  ; turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Locomotor = SET_NORMAL BattleMasterLocomotor
  Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor

  Behavior = HordeUpdate ModuleTag_04
    RubOffRadius = 150   ; if I am this close to a real hordesman, I will get to be an honorary hordesman
    UpdateRate = 1000    ; how often to recheck horde status (msec)
    Radius = 75          ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
    KindOf = VEHICLE     ; what KindOf's must match to count towards horde-ness
    AlliesOnly = Yes     ; do we only count allies towards horde status? 
    ExactMatch = Yes     ; do we only count units of our exact same type towards horde status? (overrides kindof)
    Count = 5            ; how many units must be within Radius to grant us horde-ness
    Action = HORDE       ; when horde-ing, grant us the HORDE bonus
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 40.0
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon   = NuclearTankDeathWeapon
    StartsActive  = No                       ; turned on by upgrade
    TriggeredBy   = Upgrade_ChinaNuclearTanks
  End
  Behavior = LocomotorSetUpgrade ModuleTag_07
    TriggeredBy = Upgrade_ChinaNuclearTanks
  End

 ; A crushing defeat
  Behavior = DestroyDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_11
    CrateData = SalvageCrateData
   ;CrateData = EliteTankCrateData
   ;CrateData = HeroicTankCrateData
  End


  Behavior = SlowDeathBehavior ModuleTag_12
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankBattleMasterDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End

  Behavior = TransitionDamageFX ModuleTag_13
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3      ; taking this much damage...
    AflameDamageDelay = 500      ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 13.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 10     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

This is taken from FactonUnit.ini since im modding the original generals and not zero hour.

#6 Mithril

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Posted 03 May 2004 - 12:37 PM

Heh, strange - nothing wrong with it. So you're saying the units do not attack at all when two humans are playing? This is not an AI problem though....and the guard function isn't working as you are saying... I am assuming that the weapons of the units can actually do damage to enemies? Meaning things like RadiusDamageAffects = ENEMY, the armor set and damage type etc.?
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#7 AdmiralGT

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Posted 03 May 2004 - 12:55 PM

They can do damage to each other, because if you tell them to attack, then they attack and do damage. But the guard function just doesnt work.

#8 Slye_Fox

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Posted 16 June 2004 - 08:27 AM

I'm adding anew faction to my mod,
and that is exacly whats happaning with my units, they wont attack.
The only way I can get them to attack is to force attack them, also the AI don't attack me(AI are using standered sides). The same goes for my structures.
I know its not the INI code for the unit because the code is cppyed from relivent units and edited, like the model, its cost things like that.
What do you think it is?

#9 Mithril

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Posted 16 June 2004 - 08:32 AM

Hmm very good question. I've never experienced this so far. Because your own units do not attack it actually can't be the .scb file.

Are you sure that the weapon entry is correct and has your units\structure got a good sight range?
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#10 Slye_Fox

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Posted 16 June 2004 - 08:38 AM

Yeah,
My 'mega cannon defence battery' has a range of 375
Also when I have the unit selected and put my curser over an enimy unit it does not show the attack curser, it changes to the select curser
I'm so confused :)

#11 Mithril

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Posted 16 June 2004 - 08:42 AM

You aren't using strange damagetypes are you..
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#12 Slye_Fox

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Posted 16 June 2004 - 08:47 AM

no,
just 'ARMOUR PIERSING' and 'EXPLOSIVE'
(sorry if the spelling is wrong, I'm bad at english. But before you ask, I coppy most thing to try and prevent errors)

#13 Mithril

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Posted 16 June 2004 - 09:02 AM

Hmm strangest of strange. Since you have copied most of it you'll probably have AutoAcquireEnemiesWhenIdle = Yes defined as well.

*thinks* *thinks* *thinks*


Hmm your units aren't stealthed are they?

Also try AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
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#14 Slye_Fox

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Posted 16 June 2004 - 09:05 AM

No,
just standed units, just asec I have some of the code

This is the basic tank

;------------------------------------------------------------------------------
Object SigmaTigerFox

  ; *** ART Parameters ***
  SelectPortrait      = SACLeopard_L
  ButtonImage            = SACLeopard
 
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaCompositeArmor
 
  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState
      Model            = PDF_T-F
      Turret              = TURRET
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    ConditionState    = REALLYDAMAGED
      Model              = PDF_T-F_D
    End
    ConditionState    = RUBBLE
      Model              = PDF_T-F_R
    End

    TrackMarks        = None
    OkToChangeModelColor = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SigmaTigerFox
  Side                = Sigma
  EditorSorting          = VEHICLE
  TransportSlotCount  = 3
  WeaponSet
    Conditions        = None
    Weapon            = PRIMARY CrusaderTankGun
    ; Uncomment this when we want the crusader to have a machine too again
    ;Weapon            = SECONDARY CrusaderMachineGun
  End
  ArmorSet
    Conditions        = None
    Armor                = TankArmor
    DamageFX          = TankDamageFX
  End
  ;ArmorSet
  ;  Conditions        = PLAYER_UPGRADE
  ;  Armor                = UpgradedTankArmor
  ;  DamageFX          = TankDamageFX
  ;End
  BuildCost              = 800
  BuildTime              = 10.0          ;in seconds   
  VisionRange            = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = SigmaWarFactory
  End
  ExperienceValue        = 100 100 200 400 ;Experience point value at each level
  ExperienceRequired  = 0 200 300 600 ;Experience points needed to gain each level
  IsTrainable            = Yes  ;Can gain experience
  CrusherLevel        = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel      = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaTankCrusaderCommandSet
 
  ; *** AUDIO Parameters ***
  VoiceSelect        = CrusaderTankVoiceSelect
  VoiceMove          = CrusaderTankVoiceMove
  VoiceGuard            = CrusaderTankVoiceMove
  VoiceAttack        = CrusaderTankVoiceAttack
  SoundMoveStart        = CrusaderTankMoveStart
  SoundMoveStartDamaged = CrusaderTankMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate      = CrusaderTankVoiceCreate
    VoiceEnter          = CrusaderTankVoiceMove
    TurretMoveStart  = NoSound
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = CrusaderTankVoiceCrush
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf              = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CLIFF_JUMPER
 
  Body                = ActiveBody ModuleTag_02
    MaxHealth    = 480
    InitialHealth = 480

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 960
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate    = 180 ;60 // turn rate, in degrees per sec
      ControlledWeaponSlots= PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor            = SET_NORMAL HoverLocomotor HoverCliffLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass              = 50.0
  End

  Behavior = ObjectCreationUpgrade ModuleTag_05
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_20
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End
  Behavior = ProductionUpdate ModuleTag_07
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_08
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End
  Behavior = MaxHealthUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaCompositeArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  ; Turret fly off death
  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_GenericTankDeathEffect
    OCL = MIDPOINT OCL_GenericTankDeathEffect
    FX  = FINAL    FX_GenericTankDeathExplosion
    OCL = FINAL    OCL_CrusaderTurret
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 2000
    DestructionDelayVariance  = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_GenericTankDeathEffect 
    FX  = FINAL    FX_GenericTankDeathExplosion
  End

  Behavior              = TransitionDamageFX ModuleTag_12
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = DestroyDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_14
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_15
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End

  Behavior                    = CreateCrateDie ModuleTag_CratesChange
CrateData          = SalvageCrateData
;CrateData          = EliteTankCrateData
;CrateData          = HeroicTankCrateData
  End

  Behavior = EjectPilotDie ModuleTag_17
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
    ExemptStatus = HIJACKED
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
  End

  Behavior = MaxHealthUpgrade ModuleTag_18
    TriggeredBy = Upgrade_AmericaCompositeArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000      ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3    ; taking this much damage...
    AflameDamageDelay = 500    ; this often.
  End

  Geometry            = BOX
  GeometryMajorRadius    = 15.0
  GeometryMinorRadius    = 10.0
  GeometryHeight      = 10.0 
  GeometryIsSmall        = Yes   
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End



#15 Mithril

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Posted 16 June 2004 - 09:08 AM

Code is okay, just as AdmiralGT's is. Doesn't attack at all you say unless its force fire...have you modified armor.ini significantly?
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#16 Slye_Fox

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Posted 16 June 2004 - 09:09 AM

Haven't touched it

#17 AdmiralGT

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Posted 16 June 2004 - 10:10 AM

I never changed mine either. I remember when making my mod is that when i selected "Guard" there was no area that it came up with (the white circle with the shield). However during construction of the mod this area actually appeared until one point. I didnt think anything since i thought it was a graphical glitch but it turns out that it might do something.

#18 Guest_Guest_*

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Posted 16 June 2004 - 03:26 PM

This may be a silly question, but.

Have you guys added your new unit to the object defines lists and given it a priority set and/or behavoir?


Pete

#19 Mithril

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Posted 16 June 2004 - 07:18 PM

Hmm would that make a difference? The units are not attacking at all, even for the human player...
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#20 Guest_Pete_*

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Posted 17 June 2004 - 02:25 AM

If i understood correctly he said they would not attack unless they were forced to attack. That would lead me to believe that they are not being recognized by the Priority scripts, and they would not be recognized by the priority scripts if they were not added to the Object define lists.

I just spent some time re-writing those :) I didnt like em. hehe I thought they needed to be broken down more and then more specific priorities written for units.

im kind of new and all thoughm, <only been doin it for about two weeks now> :) so this may not even be close.




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