Help with scripts.
Started by Vanguard, Jul 16 2004 06:47 PM
23 replies to this topic
#1
Posted 16 July 2004 - 06:47 PM
Can someone combine the scripts and fix the teams but fixing the triggers and changing the names to Militia instead of USA in the 2.scb file, I tried to do it but it never stayed when I imported it back in. And then can you combine the 2.scb with the SkirmishScripts.scb and delete the SkirmishScripts.scb's current militia stuff.
#2
Posted 17 July 2004 - 08:15 PM
The 2.scb has probably been exported with the "Include sides". For some reason this messes things up. What happened to the skirmishscripts anyway...?
#3
Posted 17 July 2004 - 11:01 PM
Well, I added new scripts, I have a better version at home, but I and currently at my uncles house. You can import the militia scripts if you add the sckirmish players, but you would have to move all the Militia Scripts to the new Militia folder at the bottom which is why you can't import them, I figured that out and the reason I can't do the teams is because they use the USA Triggers. And everytime I import the original SkirmishScripts.scb they new militia teams go back to the USA and are put into the Civilian as it being their owner. So I can never get them to stay in the Militia's ownership. If you can do that or anyone else and then export that then I can fix up any of the other problems, because if I rename the 2.scb to SkirmishScripts.scb then make it so the teams are for the militia then the militia actually works in my mod without the other sides working, on all difficulties. You don't even have to set the units. I'll do all that if you guys can make the teams work then I will import them and combine them with the SkirmishScripts.scb. I hope this incredibly long explenation helps you in any way.
If you have any messangers, please contact me tomarrow at any of my IM addresses if you need further help.
If you have any messangers, please contact me tomarrow at any of my IM addresses if you need further help.
#4
Posted 19 July 2004 - 03:21 PM
^ Sorry but I haven't got time at the moment, will help you as soon as I've finished another project which should be about done..
#7
Posted 21 July 2004 - 01:00 PM
You've told the AI to build the barracks ONLY when it has built a commandcenter... I suppose the militia don't need to build a commandcenter initially? The scripts must be in proper order with the build list...you do have a build list, don't you?
#9
Posted 21 July 2004 - 06:21 PM
If you have a commandcenter in the beginning, you do not need to check if the player has built a commandcenter. You only have to keep in mind the initial structures.
#10
Posted 21 July 2004 - 06:30 PM
SkirmishBuildList Militia Structure MilitiaCommandCenter Location = X:469.82 Y:490.81 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = Yes End Structure MilitiaBarracks Location = X:638.92 Y:662.47 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaSupplyCenter Location = X:658.79 Y:454.07 Rebuilds = 0 Angle = -45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaWarFactory Location = X:244.64 Y:699.27 Rebuilds = 0 Angle = 135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaWarFactory Location = X:287.03 Y:279.53 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaOilDerrick Location = X:603.67 Y:367.45 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaOilDerrick Location = X:653.54 Y:582.68 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaOilDerrick Location = X:477.69 Y:616.8 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaOilDerrick Location = X:254.59 Y:448.82 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaResistanceHQ Location = X:322.83 Y:606.3 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaFiftyCal Location = X:209.97 Y:587.93 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaOilDerrick Location = X:493.44 Y:354.33 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaFiftyCal. Location = X:548.56 Y:398.95 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:401.57 Y:582.68 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:325.46 Y:490.81 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:535.43 Y:674.54 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:748.03 Y:559.06 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:585.3 Y:283.46 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:375.33 Y:685.04 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaFiftyCal. Location = X:590.55 Y:566.93 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaBunker Location = X:181.1 Y:692.91 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaArtillery Location = X:325.46 Y:490.81 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaFiftyCal Location = X:482.94 Y:272.97 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaFiftyCal Location = X:371.94 Y:374.3 Rebuilds = 0 Angle = -135.00 InitiallyBuilt = No AutomaticallyBuild = No End Structure MilitiaBunker Location = X:679.79 Y:351.71 Rebuilds = 0 Angle = 45.00 InitiallyBuilt = No AutomaticallyBuild = No End End
So I follow the build list in the scripts by making them build a barracks then supply tent then warfactories?
#11
Posted 21 July 2004 - 06:38 PM
Yes that's the way to do it, it's the same in the original build lists.
#13
Posted 21 July 2004 - 07:56 PM
^Heh yes was busy with thousands of things as usual....
#15
#17
Posted 23 July 2004 - 07:27 AM
Have you modified your maps to include the new SkirmishMilitia player?
#20
Posted 23 July 2004 - 03:33 PM
That's a build list problem. Did you just copy an original build list and edit the names of the buidlings? Well it's best if you make one yourself. To do that, just click on the build list tool in WB, select your faction and place structures, hit the export button and you'll find the build list file in Command and Conquer Generals Zero Hour\Skirmish<faction>_BuildList.ini
This is described in the Adding new factions tutorial.
About the maps: You need to open every map you want the AI to work on, go to Edit>Player List and add your player there. Then SAVE the map and that's it, you do not need to import or export any scripts.
This is described in the Adding new factions tutorial.
About the maps: You need to open every map you want the AI to work on, go to Edit>Player List and add your player there. Then SAVE the map and that's it, you do not need to import or export any scripts.
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