TO WAYPOINT, halve of the time dosn't work and actually this statment is even said "not recommended" meaning un-reliable. If you want your team or unit or even player for that matter (which u control by teams) to attack or move_attack etc, all you need to do is use a hunt command or what I love to do is change conditions on the fly to allow the ai more variations use areas to enact, however don't put area's within areas, if you need to do something like this, make the area like an inner tube, make two sides of the area then stretch them out to form a hexegon or whatever, think of making a river.... See below for my excample of how i make the ai attack upon spawn units i creat...
*** IF ***
Player 'Player_1' has units in area 'inner ring'.
*** OR ***
Player 'Player_2' has units in area 'inner ring'.
*** OR ***
Player 'Player_3' has units in area 'inner ring'.
*** OR ***
Player 'Player_4' has units in area 'inner ring'.
*** THEN ***
Enable Script 'Move_Armies'.
Spawn an instance of Team 'enforcments2' at Waypoint 'Renforcment2a'.
Spawn an instance of Team 'enforcments4' at Waypoint 'Renforcment4a'.
Disable Script 'activate'.
*** IF ***
True.
*** THEN ***
Have Team 'enforcments1' AttackMove follow Waypoint Path 'pathing1' , as a team is TRUE , in formation is FALSE
Have Team 'enforcments4' AttackMove follow Waypoint Path 'pathing4' , as a team is TRUE , in formation is FALSE
Disable Script 'moveit'.
Enable Script 'gotit'.
*** IF ***
Team 'Player_1/teamPlayer_1' has Object Status is 'HOLDING_THE_RING'
*** THEN ***
Spawn an instance of Team 'enforcments1' at Waypoint 'Renforcment1a'.
Team 'enforcments1' begin attack on Team 'Player_1/teamPlayer_1'
Team 'enforcments2' begin attack on Team 'Player_1/teamPlayer_1'
Team 'enforcments4' begin attack on Team 'Player_1/teamPlayer_1'
Disable Script 'gotit'.
(this one repeats per player just saving spam here)
** IF ***
Team 'enforcments1' has Object Status is 'HOLDING_THE_RING'
*** OR ***
Team 'enforcments2' has Object Status is 'HOLDING_THE_RING'
*** OR ***
Team 'enforcments3' has Object Status is 'HOLDING_THE_RING'
*** OR ***
Team 'enforcments4' has Object Status is 'HOLDING_THE_RING'
*** THEN ***
Have Team 'enforcments1' AttackMove follow Waypoint Path 'leavingwithring' , as a team is TRUE , in formation is FALSE
Have Team 'enforcments2' AttackMove follow Waypoint Path 'leavingwithring' , as a team is TRUE , in formation is FALSE
Have Team 'enforcments3' AttackMove follow Waypoint Path 'leavingwithring' , as a team is TRUE , in formation is FALSE
Have Team 'enforcments4' AttackMove follow Waypoint Path 'leavingwithring' , as a team is TRUE , in formation is FALSE
Disable Script 'gotit'.
Enable Script 'disbandring'.
*** IF ***
One unit from Team 'enforcments4' enters area 'exitarea1a' (Surfaces Allowed: GROUND).
*AND* Team 'enforcments4' has Object Status is 'HOLDING_THE_RING'
*** THEN ***
Set Flag named 'ringmain' to FALSE
Team 'enforcments4' is removed from the world.
Spawn an instance of Team 'enforcments6' at Waypoint 'Renforcment1a'.
Have Team 'enforcments6' AttackMove follow Waypoint Path 'pathing1' , as a team is TRUE , in formation is FALSE
Team Team 'enforcments1' begins guarding Team Team 'enforcments6'
Team Team 'enforcments2' begins guarding Team Team 'enforcments6'
Team Team 'enforcments3' begins guarding Team Team 'enforcments6'
*** IF ***
One unit from Team 'enforcments6' enters area 'inner ring' (Surfaces Allowed: GROUND).
*** THEN ***
Team 'enforcments6' begins hunting.
Disable Script 'bossattack'.
this goes on forever, to much to put here but it gives you a good idea of how my scripts go in the particular instance. PS take out the null statements unless you don't want it to do anything in that particular instance, that is purly for passing by that section, so if you put something anywere within that line that statment forces the script not to be read.
Edited by xnode, 01 May 2006 - 12:27 PM.