Posted: Sun Jul 03, 2011 5:22 pm Post subject:
Aircraft team
I'm trying to create an aircraft team that will destroy the allied construction yard and I wrote in the team's script 3 actions: attack enemy building(construction yard), move to waypoint, and remove team. There are four harries in the team, three of them just moved to the waypoint and committed suicide and the last one attacked the construction yard and then moved to the waypoint and committed suicide. why the three others didn't attack the construction yard? QUICK_EDIT
it might help if you post your code for script _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
you might need to toss in a line. I have seen it in the original AI.
47,n = Move To Enemy Structure, n = structure number (see note below)
Members of this TaskForce move and stay adjacent to the enemy structure specified by the second parameter.
or
53,0 = Gather (at enemy base)
This causes the TaskForce to gather together (sometimes used when members of the TaskForce move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous action has been executed. If the TaskForce is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the TaskForce reaches the distance from that base defined by the AISafeDistance= statement in RULES.INI - see the RULES.INI Guide.
then your attack line. just a thought. i never had an issues with my teams attacking when I had either line first then attack _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Not sure if planes can use waypoints. I'll copy your stuff and try it out in my aimd file and get back to you.
what if you removed line 1 and used
Quote:
11,n = Assign New Mission, n = new mission type
The objects in the TaskForce are all assigned the new mission defined by the second parameter. Not all of them work, some are made obsolete by other action commands, some do not work because an object in the TaskForce may not support that action. Because these are the same 'behaviours' to which objects can be assigned when initially placed on the map some apply only to structures. The following are valid settings for the second parameter, you should refer to the Mission Control section of the RULES.INI Guide for a more detailed explanation of the missions and how they work;-
0 Sleep object sits around and plays dead, will not acquire targets
1 Attack special attack mission used by AI team types (utilizes threat rating logic)
2 Move simply moving to destination
3 QMove special move to destination after other queued moves occur
4 Retreat object runs away (may even leave the map)
5 Guard object sits around and will engage an enemy that falls within its weapon range
6 Sticky just like guard mode, except the object will engage enemies but not pursue them
7 Enter enter building or transport
8 Capture engineer entry logic used by MultiEngineer
9 Eaten when object is being repaired (applies only to structures)
10 Harvest the loop controlling harvesting of Ore and dumping at a Refinery
11 Area Guard guard the general area where the object starts at
12 Return return to co-ordinating object (e.g. spawned object returns to the spawner)
13 Stop stop moving or firing at the first available opportunity
14 Ambush force fire (units with Infiltrate=yes will enter target if possible)
15 Hunt scan for and attack enemies wherever they may be on the map
16 Unload while dropping off cargo (e.g. Landing Craft unloading passengers)
17 Sabotage unit runs to place C4 on a building or Ivan goes to place bomb on object
18 Construction structures use this when building up after initial placement
19 Selling structures use this for deconstruction after being sold
20 Repair used when repairing an object (e.g. Service Depot)
21 Rescue special team over-ride mission
22 Missile Nuke Silo special launch missile mission
23 Harmless object doesn't fire and is not considered in any threat scan
24 Open while opening or closing a gate to allow passage
25 Patrol patrol a series of waypoints
26 Paradrop Approachobject is approaching the paradrop site
27 Paradrop Overfly object is flying over the paradrop site (i.e. dropping the paratroopers)
28 Wait paused and awaiting next mission
29 Move (special duplicate) used when Chrono units are moving to destination
30 Attack (special duplicate) used when units are deployed to fire (e.g. weapons with an area fire effect)
31 Spyplane Approachobject is flying towards target (YR)
32 Spyplane Overfly object is flying over the target (YR)
11,1 (or2) _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Well, last time i remember i did an AI controlled Harrier attack, i let some airpads in map boundaries (where nobody can see) and then you make them spawn from wherever waypoint you want, then, order them to attack the CY (or the waypoint in like, the center of the CY) and after the attack, tell them to go back to the first waypoint you did for them, and THEM make them either dissapear or just let them dock in the airpad.
BUT, as it's been an long time, i don't actually recall exactly if it works as i said. XD
Notrd: The airpads are used, soo aircrafts that need one like the harrier don't suicide instantly. QUICK_EDIT
Well, that's how you do it. Last time I checked, Harriers die unless they have an airpad. I don't know a thing about scripting, but try having the four of them on an airpad outside of the map, with a simple attack order on the construction yard. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
I think that the reason they don't attack it's cause the waypoint isn't centered on the building.
Like:
####
####
####
####
That's the foundation of the conyard, you can see you place in final alert the CY with the cursor in one of the four-central blocks, the one that's facing you actually, try putting the waypoint exactly there, i think it will work...
Like:
####
####
##x#
####
---------(O) "O" = your vision angle in game and final alert.
PS: If that actually makes any sense to you. XD QUICK_EDIT
Is is for a SPM or MP you are trying to do this for? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I think that the reason they don't attack it's cause the waypoint isn't centered on the building.
Like:
####
####
####
####
That's the foundation of the conyard, you can see you place in final alert the CY with the cursor in one of the four-central blocks, the one that's facing you actually, try putting the waypoint exactly there, i think it will work...
Like:
####
####
##x#
####
---------(O) "O" = your vision angle in game and final alert.
PS: If that actually makes any sense to you. XD
It doesn't work, I tried to make them attack the waypoint and it works but they don't attack when the script is to attack the CY.
it's for a SPM. QUICK_EDIT
One thing I noticed is that I had to make all scripts at one time and put on the map. I made 10, tested the map and everything worked fine. I added 10 new scripts and the game ignored the new scripts. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
What exactly is this for? Is this the AI doing this? Does destroying the CY trigger other triggers? Does your AI have a pre-built base on the map? Just curious as to how you want this to work. Let me know and I can tell you how to make this work.
and you really should be using an aircraft with,
AirportBound=no
TechLevel=-1
Landable=no
Spawned=yes _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
never say never, and yes it does work. But one more thing. Is this event supposed to happen right away when game starts? or is there a delay for it? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Yes, it's a map trigger.
but if I don't know where the building is(the player will deploy it where he wants to) how can I order them to attack it? QUICK_EDIT
Hmmm, works just fine for me. The timer ends, fighters come, kill conyard, fly to waypoint off screen and self destruct.
You may have to redo it via FA2. Mines using waypoints 10 and 11 which are most likely different than yours, which is why it probably dosent work for you. Waypoint 10 is where they spawn from, while waypoint 11 is where they fly to and self destruct after killing conyard.
(note) both waypoint are located off screen. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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