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    posted a message on Making the AI act like its on “Debris Field”?

    @TrenchaunT: Go

    Update! So it looks like by having the index at 1 it will work. And it looks like using 8 is very easy, 9 is easy, 10 is normal, 11 is hard, 12 is very hard and 13 is insane so… using one of the numbers 8,9,10,11,12 and 13 for state will set the difficult it looks like for the AI doing an air opening but I’m still testing it out and trying to see what works and does not!

    Posted in: AI Development
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    posted a message on Making the AI act like its on “Debris Field”?

    @TrenchaunT: Go

    It did something still not working right… So ok it say “Sets the state at index _ for player _ to state _” what number should I put for index and I should put 8 for state right??? Also were/how did you find that info on the AI? Lastly thanks for trying to help.

    Posted in: AI Development
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    posted a message on Making the AI act like its on “Debris Field”?

    @Overspeedo: Go

    This is not perfect but it will make the AI(s) act like it’s on an island… so I trick the AI using regions, playable map area and AI initialize triggers etc…

    Step 1: On the map add region(s) that cover the start location of each AI that you want to effect.

    Step 2: Go to the triggers module and make a new trigger and make the event (Timer – Elapsed time “1.0 game seconds”) do this for each AI you want to effect. Also please note that each subsequent trigger I made I change the elapsed time like first one was 1.0 game seconds the next was 2.0 game seconds and so on etc…

    Step 3: Move to the actions part of the trigger(s) now add a set playable map area and set the area to be the first region you made. For subsequent triggers set the area to the next region and so on…

    Step 4: New add another action to the trigger (Init Melee AI) and set player to be each AI you want to effect.

    Step 5: Start a new trigger and change the event to Timer – Elapsed time “5.0 game seconds” just make sure this trigger fires/runs last. Go to actions part and add a new action (Set Playable Map Area) and set it to be the entire map.

    So when you are done each trigger one for each AI will have a Timer – Elapsed time, set playable map area and an Init Melee AI except the trigger that set playable map area to be the entire map (and you want the triggers to run one at a time… which is why you will need change the elapsed time). That its and I have only try this on one map (and the map I tried this on was “District 10” too) so for it has worked for me. If you need help finding something in regard to the triggers let me know.

    Posted in: AI Development
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    posted a message on Adding pathing with triggers?

    How do I add pathing to a region or something (like adding pathing to cliffs so units can walk on them) using triggers or remove pathing? Sorry if this has been answered before too (just do not know what to look for in the triggers)!

    Posted in: Triggers
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    posted a message on Lowing cliffs with triggers?

    How do I add pathing (like to a cliff) using triggers then after the game starts???

    Posted in: Triggers
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    posted a message on Lowing cliffs with triggers?

    Are you sure there is no way to do that… because I am trying to make the AI think it is on an island (but not)!

    Posted in: Triggers
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    posted a message on Lowing cliffs with triggers?

    How do I lower cliffs in a region (or just a cliff etc…) using triggers by like one level down or up? And when I say cliffs I am talking about the things that black pathing for land units…!

    Posted in: Triggers
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    posted a message on Making the AI act like its on “Debris Field”?

    Reposted again and is there a like a trigger that detect if an AI is on an island that I could use or something??? Also what is trigger libs (Trigger Libraries)?

    Posted in: General Chat
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    posted a message on Making the AI act like its on “Debris Field”?

    Does anyone know how to make the melee AI or whatever AI is used act like it is on an island (like on the map “Debris Field”) but on any map etc…??? Is their like flag or triggers or something and I know if you put an AI on an island with no one else they will act like they are on “Debris Field” but I went them act like that with other people and AIs on their island too and when there not on a island also etc... Help With This Please!!! Lastly does anyone know how to make an AI that is on an island help a teammate if it has units etc?

    Posted in: AI Development
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    posted a message on Making the AI act like its on “Debris Field”?

    Need this post deleted.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Making the AI act like its on “Debris Field”?

    @MoDTassadar: Go

    Ok I will repost it.

    Posted in: General Chat
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    posted a message on Making the AI act like its on “Debris Field”?

    Does anyone know how to make the melee AI or whatever AI is used act like it is on an island (like on the map “Debris Field”) but on any map etc…??? Is their like flag or triggers and I know if you put an AI on an island with no one else they will act like they are on “Debris Field” but I went them act like that with other people and AIs on their island too and when there not on a island also etc... Help With This Please!!! Lastly does anyone know how to make an AI that is on an island help a teammate if it has units etc?

    Posted in: General Chat
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    posted a message on Help how do I make AI build something in a region

    How do I make the AI (Melee AI) or Campaign AI build something in a random point in a region or at a point on the map after a set time like for example two or three Spine Crawlers etc...

    Posted in: General Chat
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    posted a message on Data export/import

    @Betagame: Go

    Bump

    Posted in: Miscellaneous Development
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    posted a message on Data export/import

    Need help with this too!

    Posted in: Miscellaneous Development
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