All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.
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Worldbuilder Questions | Post Reply | |
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Jul 14 2011 Anchor | |
this thread is for any problems with the Worldbuilder. Edited by: Starfox100 --
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Jul 18 2011 Anchor | ||
Making AI build units |
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Jul 19 2011 Anchor | |
1)You need to use the script "Transfer control o all player's units to or from Skirmish AI" which is once you click on it "Turn SkirmishAI for 'PlayerTest' 'On'" Note: Each of the types acts differently and some of the AI types do not work, so if it does not, check the steps again and try another personality. -- FIGHT FOR THE BROTHERHOOD, DIE FOR KANE! |
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Jul 19 2011 Anchor | ||
^ This has been proved to work, excellent. |
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Jul 19 2011 Anchor | |
i told you he knew it Edited by: Starfox100 --
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Jul 27 2011 Anchor | |
thread pinned so it can always exist |
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Jul 31 2011 Anchor | |
Question: --
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Jul 31 2011 Anchor | ||
You mean those red zone light rays? Here's how: It worked for me when I did it for the Phoenix base map |
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Jul 31 2011 Anchor | |
Seems helpful. i suddenly think this is also a way for rain to let it work.that is does not make the total map a great mirror. --
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Nov 4 2011 Anchor | |
I have a new question: How do I make the AI use buildings I assinged to it if it is an multiplayer map. Right now the Ai doesnt do anything and it looks like the stuff that playmsbk wrote is only working for Missions. Therefore the problem is that sometimes the Player_1 for example could be human but sometimes also AI but how do I make the AI then build? Otherwise the map would work in it idea only with humans. -- You have to trust somebody to be betrayed...I never did! |
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Nov 5 2011 Anchor | |
its a multi player map? normally you put a waypoint in with Player_[number]_start and also on the other side same only other number and then you got a 2 player map with that should normally work. (see link) If you need a mission with a working AI then follow PLAYMSBK step by step. link: --
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Nov 5 2011 Anchor | |
Thanks Starfox, but I know how to create normal spawnpoints for normal multiplayer maps, where you start with a construction yard. Maybe I can explain the problem in a better way: The problem I have is that I choose the "beacon"-waypoint ( see Moddb.com ). No one wont start with CY but only with the buildings I assinged to them. In the case of my map: defenses, hand of nod/barracks and War factory. I want to create a map without base building and only unit production. The problem is now that the AI wont construct anything because it doesnt know how to use the production buildings I assinged to the AI ( what could be player 1 to 4) -- You have to trust somebody to be betrayed...I never did! |
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Nov 5 2011 Anchor | |
must be a way, but i never had a reason to just that so i never go on to that myself, then i have to start a test map for that, (used it already for several things) --
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Nov 5 2011 Anchor | |
You have to use the script: That script enables the AI to use the buildings and units you have assigned to it, or so it should, I don't remember if it works in Skirmish maps but I am pretty sure it does. -- FIGHT FOR THE BROTHERHOOD, DIE FOR KANE! |
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Nov 7 2011 Anchor | |
Hey thanks playmsbk, that worked fine but at this the AI only produces (if its on the NOD side) nod-mods and normal infantry becaus the AI wont capture the neutral tech structures i placed on the map. I think its impossible to make the AI work properly on this map, because it requires to much thinking for an AI, lol but i think I will be a nice map for tournaments or something like that. Thanks anyway guys -- You have to trust somebody to be betrayed...I never did! |
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Nov 7 2011 Anchor | |
No problem, we're here to help each other. -- FIGHT FOR THE BROTHERHOOD, DIE FOR KANE! |
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Nov 8 2011 Anchor | |
OK that's it, i probably also need the right Alien AI team... because one that only moves units it not the one im looking for. --
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Nov 8 2011 Anchor | ||
If you want the AI to build buildings, use the build list tool. Some scripted GDI and Nod AI's build buildings, I haven't tested Scrin. The build list tool is easy to use, but I don't know how to explain it fool around with it a bit and you'll get it. |
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Nov 8 2011 Anchor | |
I had already dome it that the AI start with buildings.. but does not build units at all... something thats not in the script and my AI is Scrin --
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Nov 9 2011 Anchor | |
I am starting to be glad I got the scrin campaign |
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Nov 9 2011 Anchor | |
I haven't touched the WB for quite a while, I will take some time to remember stuff and post it when I find the solution. -- FIGHT FOR THE BROTHERHOOD, DIE FOR KANE! |
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Nov 9 2011 Anchor | |
Thanks for the personal help PLAYMSBK, at least the AI build structures now.. just going to fix the AI unit build, think i can do that myself --
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May 16 2012 Anchor | |
Hi Guys, i got a question. How do you make a message line appearing right at the start of a skirmish map? I saw on some maps that a message was displayed on the top of the screen. -- You have to trust somebody to be betrayed...I never did! |
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May 17 2012 Anchor | ||
1. You need a small file called map.str. If you have downloaded a map which has the message in the beginning, go to that maps folder, and you should see the file. Copy and paste it to your map folder. 2. Open the file with notepad. You should see something like this: 3. Let's say you want to show a message "This map is made by -Redeemer-". To the map.str file, type That way your map should have working message. Hopefully these instructios are helpful. |
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May 17 2012 Anchor | |
15 sec is better IMO, most of the time 10 sec is for some to short to actually read it. --
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