Posted: Mon May 25, 2009 10:36 pm Post subject:
garrison buildings
yes it is possible. this is something i was told:
creating a new GI-only TaskForce, a new Script that consists only of 64,0 / 49,0 / 6,1 , and attach them to a TeamType that's used often, like 08DA30EC-G.
ill have to search post that I made to see if there is more to the description. I have a single player campaign in the progress and I have created my own ai file, this is what i did:
**** NOTE ******
the numbers with * next to them are from my AI file. Change these to something you can use. The taskforce units are from my AI file. These are not in the RA2/Yuri game so you will have to change these to something you have in your rules that can occupy buildings. Also the house is specific in my AI so that is something you will have to change. I suggest getting DCoder's AI Editor
trigger
0127POLG-G=Polish Occupy,0126POLT-G,Alliance,2,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,30.000000,30.000000,30.000000,1,0,1,0,<none>,1,1,1 _________________ 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
Have a new taskforce which consists of infantry that can actually garrison structures, set a new script for them and have them 'move to waypoint - X', waypoint X being placed on the civilian structure that is going to be garrisoned. When creating the team, be sure that suicide is ticked otherwise it's not going to work. That's basically it. Surely you don't need me to go into more detail on how triggers and teamtypes work. QUICK_EDIT
Posted: Tue May 26, 2009 12:30 am Post subject:
garrison
well, i don't have it ticked and it works just fine. what makes the difference on that? Not being rude, I am seriously asking a question, knowledge is power. _________________ 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
Posted: Tue May 26, 2009 2:20 am Post subject:
garrison
I will if I want to, lol.....Ok, since you brought that up. I was just working on my campaign, have been more with the map and all. I went to test it and I just noticed that I do have that stuff I posted in my AI file. What I noticed is that the AI builds the units to occupy the buildings but they build so many to occupy. I destroyed their base and there were about 200 infantry evacuated the buildings. It slowed up the game for about 2 minutes than went fine. Any way of stopping the AI from building so much _________________ 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
Posted: Tue May 26, 2009 2:34 am Post subject:
garrison
thanks _________________ 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 thought in RA2 the script action to garrison was scripting to attack the building at a given waypoint. In YR its different, there is a specific script action for it (which helpfully FA2 does not include and actively removes from maps!). QUICK_EDIT
That'd explain the AI at the beginning of the game killing all of the buildings near its base in skirmish.... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
thanks a lot, it worked, but for make it working i had to check some sp maps from the original campaing and i noticed some details that maybe i was supossed to know...
1.- the action trigger must be "create team"
2.- it's not "move to waypoint" it's attack waypoint
3.- when creating the team, waypoint must be the one who is on the building
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