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Slow_Moe

Member Since 07 May 2004
Offline Last Active Jun 20 2004 01:43 AM

Posts I've Made

In Topic: Adding A Buildable Base Defense To The Ai

19 June 2004 - 12:30 PM

Thanks Mithril, I have just one more thing... I have a warfactory that will require more than the 12 available slots... I've thought of adding the toggle switch to a new commandset... will the AI be able to use the units on the warfactory's secondary commandset?

In Topic: Random Drawings

25 May 2004 - 04:19 AM

Excellent work... I have to say my favorite is Rei

In Topic: scripters would you consider joining

15 May 2004 - 09:55 PM

Its really quite easy to do this yourself... Just follow RVMech's tutorial or open a skirmish map and look at how the way points are set up...

In Topic: New factions SkirmishScripts.scb

08 May 2004 - 12:01 AM

With our help we can build your scripts and associate them to the teams that carry out the actions! Essentially, you can CLONE one of the main factional folders in the .scb file and use it for your own so, as Mithril so rightly mentioned, you can cut down your scripting time.

Btw, are there any SPECIAL infantry/vehicles/aircraft that use a special ability (ie. GLA bombtruck can not only upgrade 2 abilities one after the other but requires a Disguise feature comparing its enemy's and shapeshift into one of those - still working on this part as its highly advanced)?

Nevertheless, you can basically use the Faction folder in the .scb and substitute your side's own personal attributes with its own. It'll take some time especially if you have more than one faction to work with. EVERY infantry/vehicles/aircraft/superweapon/building/etc will have to be understood by the AI to use it effectively.

I can't think of anything that may present a problem except for the Yuri unit I'm working on that use's the hive structure to spawn multiple suicidal terror drones... I had problems with the slaves following the master then attacking enemy at first but now thats fixed...

In Topic: New factions SkirmishScripts.scb

07 May 2004 - 11:17 AM

Intruiging! You are both visually and kinesthically skilled!

I AM working on one - though I first planned to make a "Script Guide" before that which would explain the basic structure of the regular generals scripts.

Anyway, moe, in case you want to make new faction folders in the scripts editor, go to the player list and add a new player there - with "Is this player computer controlled" checked and with a good name (for example, if the playertemplate.ini contained "UK" you would have to name it "SkirmishUK")

Then the fun begins! You have hours of tedious work ahead of you! Heheh, but don't worry, you can take the original scripts so that you won't have to write every single script and logic model yourself.

First give me a bit of info : is this generals or ZH? I suppose regular generals but its always better to ask.

Thanks for the help Mithril... I'll be here quite a bit now that i'm finishing up the modeling/texturing phase of my project and yes it is for Zero hour...

Its going to be very interesting for me editing the SkirmishScripts... I haven't edited anything like this since the old RA2/YR AI ini... I had all sorts of problems with that in the beginning but finally managed to work it out...