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Bloody damn fed up with the scripts!


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#1 thudo

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Posted 29 April 2004 - 07:10 PM

Well I'm just bloody frustrated. I can't believe the assinineness of the scripts and how they fire off! Its like a gawd damn no-win situation.

Using WhiteOut (official ZH map) the AI builds differently if he starts at the top parts of the map vs the bottom part. If I use the RotateSkirmishBases=Yes then he builds properly uptop but on the bottom its hit and miss. Also the AI researches technology all over the bloody place - sometimes he does and sometimes not. WHAT THE HELL!??!? ;) :ph34r:

I waste all my time on watching the AIs build bases that should be perfect but they're still not up to my specs. I just don't get why the AI doesn't build the way I want it to.

HOW DO I CHANGE THE AI building 6 frames from each other building! I want this minimized as this is making him build buildings outside protected areas!

Gawd its a bloody mess!

If my scripts can't work on a ZH official map then how can they ever?!!?
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#2 RVMECH

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Posted 30 April 2004 - 02:30 AM

The build list is mean't to be used as an ISO (45 degree) view layout. The tiles are in the iso param...the structures are placed in the iso param and remain that way regardless of where the building is plotted. If you lay out the structs in a 90 degree plane then of course they will look goofy when the base is played ingame and the base area changes from top to bottom. The map itself is rotated automatically for the average (amateur) mapmaker to the 90 degree view....however your doing something that is advanced..quit thinking 90 and start thinking 45. ALL gaming levels are designed in the ISO view because the monitor itself shows pixels in the ISO plane... makes for much better res and cuts down on the empty (black) areas inbetween pixels.
In other words the GRID that plots out the structs placement is at an 45 degree angle..not the 90 degree one that you obviously are having trouble with. I know you understand the grid concept as I have read some of your statements (to me I believe) Now rotate that grid to 45 and BAM!! there is your base.

My 2 cents ;)

#3 Mithril

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Posted 29 April 2004 - 09:17 PM

WOW now calm down for three seconds! What exactly do you mean with "6 frames from each other building"?
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#4 thudo

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Posted 29 April 2004 - 11:13 PM

WOW now calm down for three seconds! What exactly do you mean with "6 frames from each other building"?

When you say use the WB BuildList to nicely design a base, when you take yer fabulously designed base into the game the bloody AI then not only screws it up depending where you are on the map (top-centre of a map is idle where anything at the bottom starting points of a map sux as it reverses EVERYTHING!!) it needs 6 points to build from every building!! AGGHHHHHHHHHHHHHH!! So the AI automatically adds 6 points between each building for some gawd bloody reason thus making the InnerPerimeter smaller than it needs to!

If I could get the AI to at least need 3 points apart from each building then that would allow each building no matter where it is on the map to be built successfully even if it has to invert the base layout.

Gawd! If only RotateSkirmishMaps=NO or YES worked the way its supposed to. Its sooo frustrating to see the AI do absolutely sh*t each game - I WANT CONSISTENCY! Pisses me off.
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#5 thudo

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Posted 30 April 2004 - 12:16 PM

The build list is mean't to be used as an ISO (45 degree) view layout. The tiles are in the iso param...the structures are placed in the iso param and remain that way regardless of where the building is plotted. If you lay out the structs in a 90 degree plane then of course they will look goofy when the base is played ingame and the base area changes from top to bottom.  The map itself is rotated automatically for the average (amateur) mapmaker to the 90 degree view....however your doing something that is advanced..quit thinking 90 and start thinking 45. ALL gaming levels are designed in the ISO view because the monitor itself shows pixels in the ISO plane... makes for much better res and cuts down on the empty (black) areas inbetween pixels.
In other words the GRID that plots out the structs placement is at an 45 degree angle..not the 90 degree one that you obviously are having trouble with. I know you understand the grid concept as I have read  some of your statements (to me I believe) Now rotate that grid to 45 and BAM!! there is your base.

My 2 cents ;)

So yer saying I should rotate all my buildings 45 degrees or base the grid system on a 45 degree angle? Is the WB's BuildList tool any good at all then? Good thing we have Madskillz's base building app to assist in going back and redoing the configurations.

I guess what I don't understand is why in WB's BuildList tool the base looks perfect but the AI insists on giving more room then I desire! I want the AI to preform the way I want it too and build a base I expect. Doing hit and miss won't cut it - I want consistency.
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