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Ai triggers..
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Core Defender
Vehicle Driver


Joined: 20 Feb 2006

PostPosted: Thu Aug 24, 2006 5:36 pm    Post subject:  Ai triggers.. Reply with quote  Mark this post and the followings unread

Hi, ive made a map so your in the middle, and there are 8 waypoints of the map which send neutral reinforces to attack you. Time delayed ect..
How can i make it so when he sends a mcv on the map via my trigger, it builds like a normal ai, insted of me telling him what to build? So changing him from neutral to a computer? Can this be done? How?

Thanks.

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Styledatol
Flamethrower


Joined: 23 Jul 2006
Location: Toronto, Canada

PostPosted: Fri Aug 25, 2006 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Here how you do that... there are a couple of ways.
In both ways you go to the houses option, and in the section it says: "Act like" you choose either Nod or GDI (depends which side you want).
Go to the script option and tell the MCV to go to waypoint # than add a 'deploy' script.
Afterwards, you either:

A. create the built Construction yard on that waypoint and the rest of the base buildings in the respective places you desire.
Go to 'Base nodes' in the left colomn and choose 'create node and delete building' click once on the buildings you just placed (including the construction yard). Now the AI will build the buildings IN THE ORDER YOU PLACED THE NODES.
We want the AI to produce units too, right?
Go to triggers and add the following events:
- production begins
- autocreating bagins
- AI triggers begin

B. If you don't really care how the AI builds his base; you can just go and add the following events to your trigger:
- production begins
- autocreating bagins
- AI triggers begin
- Autobase building begins <- This one's the most important.

Hope I helped you.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Fri Aug 25, 2006 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think he's talking about a multiplayer map Confused

He also posted this at TumSun. It's impossible on a multiplayer map. It may be possible by using nodes, but I have never done that before and it probably causes way too many crashes.

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Styledatol
Flamethrower


Joined: 23 Jul 2006
Location: Toronto, Canada

PostPosted: Sat Aug 26, 2006 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

He said that you're in the middle and all around you neutral forces attack you.
I figured its like that zergling rush map in StarCraft.

But yeah, if its multiplayer, no dice.

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Core Defender
Vehicle Driver


Joined: 20 Feb 2006

PostPosted: Sat Aug 26, 2006 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right ok cool, ive added the map on mapping discussion if your interested.

Many thanks for the help guys!

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