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Civilian Enemy
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MasterHaosis
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PostPosted: Sun Jun 09, 2013 6:16 pm    Post subject:  Civilian Enemy Reply with quote  Mark this post and the followings unread

Guys, I have one question cause I do not have idea how to do this.

How can I make certain civilian units to be considered by player and Ai automatically as enemy?

For example, I want to make some animals, when they enter in scan/sight range of your units, they will be attacked automatically just like they were enemies. Or when they get close to AI units, he will attack them just like they were your own.

or for example, on Lunar maps I want to put neutral Floating Discs randomly wandering around maps, logically, they should be considered as enemy because they will automatically attack AI units, in turn Ai units will just retaliate, but only attacked unit. So single disc may cause lot of trouble to AI. We can manually order attack but he cannot, he is stupid.
There are also many cases why for I need this.

So how can I make certain units considered as enemy only, not whole  civilian side?

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RP
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PostPosted: Sun Jun 09, 2013 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Area Guard on the civilian units would suffice I guess. Just make sure they can attack the player.

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MasterHaosis
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PostPosted: Sun Jun 09, 2013 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Area Guard on the civilian units would suffice I guess.


RP, thank you for posting here.
Today, its hardly that you get even guessing, yet again to expect to get some idea. Thanks.
But, how do you mean Area Guard?
You mean DefaultToGuardArea=yes and GuardRange= to expand it from its sight (singe civilian units Polar Bear, alligator etc... have Sight=2) ???
Or you mean inside of map itself via FA2 or ini editing to put on area guard manually?

Also you think it will be enough for such units to be considered as enemy?

According to modenc
For Civilian=yes ,,determines whether or not this object is considered as being civilian regardless of its Owner= meaning it is not considered by default in unit threat scans."

Hmm...... According to this, FLoating Disc does not have Civlian=yes tag, therefore it should be automatically considered  in unit treat scans.
yeat again, as I remember, my units wont attack them automatically if such neutral units are in their range.

RP wrote:
Just make sure they can attack the player.

In which way you mean?
They can attack by default, but there is also one way (although I havent tested it yet), and it is specifically for lunar maps (since on moon there are no neutral units obviously), so we can freely make civilian with all houses to be enemy and vice versa. So theoretically, civilian side there will be treat as enemy side, but yet again on normal maps this wont solve situation.

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RP
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PostPosted: Sun Jun 09, 2013 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

In FA2 you should state the infantry has Area Guard.
Play around with the Civilian= tag, because I'm not sure how it works. Try it with yes once, then no another time.

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Dutchygamer
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PostPosted: Sun Jun 09, 2013 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only thing that RP suggest will result in, is the Civs automaticly attacking you. However, there is no way to make your (or the AI's) units auto-retaliate like they would against a 'normal' enemy, which is what you want. The only way to do this is to give the Civs an actual house, and make it enemies with everyone (which isn't possible in Skirmish, only in SP).

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MasterHaosis
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PostPosted: Sun Jun 09, 2013 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer, RP, thank you for suggestions.

yes, I just tested everything. Seems no effect.
Only Area Guard will result floating discs automatically to attack me. But my attacked units will only retaliate. other units wont automatically attack them which annoys me.

Graion Dilach, what you say?

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RP
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PostPosted: Sun Jun 09, 2013 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because it's the Neutral Side!

Neutral =/= enemy, so your units will never ever recognize neutral objects as enemies. If they did, all cars and civilians on a map would automatically be destroyed by your and AI's units.
In fact, if they automatically attacked Neutral units and civilians, why bother implementing a Neutral side anyway?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sun Jun 09, 2013 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm no mapper, never was, never will, so I just join into the crowd and join to what RP says.

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MasterHaosis
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PostPosted: Sun Jun 09, 2013 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:

Neutral =/= enemy, so your units will never ever recognize neutral objects as enemies. If they did, all cars and civilians on a map would automatically be destroyed by your and AI's units.

Yes, but there is a special case of neutral units (which Westwood did not think of/forgot/did not care) which are not just cars and unarmed civilians. They could ruin completely base and defeat you.

RP wrote:
In fact, if they automatically attacked Neutral units and civilians, why bother implementing a Neutral side anyway?

But then, in turn why neutral units automatically start attacking you when you come in their radius?
With Area Guard they even assault at you and your units do not consider them as treat, except attacked unit.
Well, it is most likely because Westwood did not intend of using neutral army, rather just few animals in map and some of civilians with pistols. Most of them will start panic if they are counter attacked.
But put apocalypse or few powerful tanks...

Graion Dilach wrote:
I'm no mapper, never was, never will, so I just join into the crowd and join to what RP says.

Graion Dilach, thanks for your professional opinion Very Happy
Seriously, it is somewhat with westwood logic.. again...
You know when real magic begins- if you put Neutral Kirov, or Siege choppers or floating discs. And if they come to your base. And you can't control your base defenses manually to attack them, and cause they are neutral, they wont treat them as enemies, so you can just watch your own destruction if you do not have AA units or infantry around. Only gattling cannon can be manually controlled. Flak Cannon or Patriot cannot not, so no chance them to fire at neutral aircrafts. Just one word for that - ,,Westwood" Very Happy

So, is there chance you or AlexB (in this millennium) to check if one tag could be implemented per unit (IsEnemy=yes/ConsideredEnemy=yes/whatever) which will make unit to be considered in treat scan as enemy, overriding fact that it is neutral?

Guys, I do not play TS, haven't play it for years. But how are Visceroids, Tiberium Fiends and Tiberium Floaters treated there?
I know they are powerful and automatically attack your units and base, so how your and AI's units react on them?

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Orac
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PostPosted: Sun Jun 09, 2013 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian lifeforms are not automatically targeted.  It's annoying.

A good HyperPatch/Ares request might be a LegitTarget=yes/no (defaults to no) type of tag, just for these special cases such as neutral-but-aggressive units.

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RP
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PostPosted: Sun Jun 09, 2013 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Yes, but there is a special case of neutral units (which Westwood did not think of/forgot/did not care) which are not just cars and unarmed civilians. They could ruin completely base and defeat you.


Westwood had never had the intention to add side specific units in a map, with Neutral ownership. That is something fans started to do. Besides the fact it doesn't look professional at all, it's kind of childish IMO.

MasterHaosis wrote:
But then, in turn why neutral units automatically start attacking you when you come in their radius?


Ask Westwood.

MasterHaosis wrote:

So, is there chance you or AlexB (in this millennium) to check if one tag could be implemented per unit (IsEnemy=yes/ConsideredEnemy=yes/whatever) which will make unit to be considered in treat scan as enemy, overriding fact that it is neutral?


That will totally cause the AI to create teams to go after those Neutral units...

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MasterHaosis
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PostPosted: Mon Jun 10, 2013 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:

Westwood had never had the intention to add side specific units in a map, with Neutral ownership.

Well, seems so, according to fact that this happens even in TS where neutral tiberium lifeforms are present.

RP wrote:
That is something fans started to do. Besides the fact it doesn't look professional at all, it's kind of childish IMO.  

Well that may be, but it is still subject of personnel view and taste.
it looks good in War craft. Actually, there you must fight constantly with neutrals if you want to capture mine or to have access to neutral structures. There, however it is fixed by separating Neutral for two houses: Neutral Hostile and Neutral Passive. All those agressive units are neutral hostile, and unarmed animals and structures ad passive.

Hey, I even tried last night setting neutral units to that JP house which is also neutral. But then I did not have attack cursors for discs and they did not attack me me either, in turn. So, definitively no chance on skirmish/multiplayer maps.

Rp, and yes, that is definitively owner matter.
If I mind control bear and get close to AI, he will kill him immediately.
However, I remember that even your units can bypass AI's targeting by putting Insignificant=yes and or/some tags by it, making it immune to Ai scans, so it only retaliate against.

RP wrote:

That will totally cause the AI to create teams to go after those Neutral units...

Ah, good logic man. I never though of that.
However, that would not be problem. let him create teams for that. It may little delay attack at you. Also, if you want to attack enemy, or capture industrial zones, sometimes you may pass though enemy.

Orac wrote:
Tiberian lifeforms are not automatically targeted.  It's annoying.

Ah damnit. That happens there too.

Orac wrote:
A good HyperPatch/Ares request might be a LegitTarget=yes/no (defaults to no) type of tag, just for these special cases such as neutral-but-aggressive units.

Well, I may fill request, maybe (but read maybe) someone will read that, although honestly I do not believe.
Still, we may consider what RP said about possibility that AI creates teams to hunt such neutral units as side effect, so in that case we must carefully put units, or put many of such in maps, (not just few neutral units) to make it worth.
yet again, AlexB or Graion Dilach need to check this, at first look this looks as simple tag, but in turn it may affect other things too as side effect.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Mon Jun 10, 2013 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Warcraft system is here already. Special (or JP as you called it) is allied with everyone. Neutral not.

I agree with RP here.

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RP
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PostPosted: Mon Jun 10, 2013 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

JP is special, IIRC it was allied to everyone, but I'm not sure . Either way, it's special.

To be really honest, I would not like to have neutral stuff default attackable. It doesn't fit, and besides that it kinda messes things up in certain situations.

One should not compare Warcraft with CnC either, IMO.

You could add another country which you can set as the owner of those neutral attackable units. Not sure how it works with retaliation though.

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MasterHaosis
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PostPosted: Mon Jun 10, 2013 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rp, it is not working. I tried adding discs to Confederation, and when I started game, discs were not present in map. They are erased seems during map loading or such.
So seems no house based units on skirmish maps, only single player.

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RP
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PostPosted: Mon Jun 10, 2013 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well duh, you have to add one that is MultiplayPassive.

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Dutchygamer
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PostPosted: Mon Jun 10, 2013 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have the strange feeling RP is missing the point here. Correct me if I'm wrong MasterHiosis, but what you want is that your units, and those of your AI opponents, automatically fire at the Neutral/Civ units like they are a real enemy of theirs?
Orac gives a good example: in TS you have loads of wildlife that will hurt you. In the current setting it is very well possible for the wildlife to kill an AI opponent because they are too stupid to kill them unless the wildlife attacks something that can fight back.

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MasterHaosis
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PostPosted: Mon Jun 10, 2013 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer, yes, that is correct.
Thats what I meant.
I wanted to tag somehow some units that are treat, so they can be fire upon as regular enemies.
And its not possible. I cant even whole civilian side to make as enemy at all.

RP, I tested that too! It is not working.
I set 3 Floating Discs in my base and 3 in Ai's.
My ones had Confederation as belonging house, Ai had neutral. Even if Confederation in rulesmd has MultiplayPassive=true and Multiplay=no, discs are not showing up upon start game. Neutral ones in AI's base are showing.

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Zero18
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PostPosted: Mon Jun 10, 2013 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Dutchygamer, yes, that is correct.
Thats what I meant.
I wanted to tag somehow some units that are treat, so they can be fire upon as regular enemies.
And its not possible. I cant even whole civilian side to make as enemy at all.

RP, I tested that too! It is not working.
I set 3 Floating Discs in my base and 3 in Ai's.
My ones had Confederation as belonging house, Ai had neutral. Even if Confederation in rulesmd has MultiplayPassive=true and Multiplay=no, discs are not showing up upon start game. Neutral ones in AI's base are showing.


Its actually possible. It has been done in TS and RA2 as well  too on skirmish maps online. I did something similar like this few months ago when I was trying to make Co-op maps for TS. Unfortunately, I threw all of my old maps in garbage and I don't have a copy of it anymore.

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MasterHaosis
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PostPosted: Mon Jun 10, 2013 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

How? Which Skirmish maps?
tell me tell me tell me

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Dutchygamer
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PostPosted: Mon Jun 10, 2013 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
Its actually possible. It has been done in TS and RA2 as well  too on skirmish maps online. I did something similar like this few months ago when I was trying to make Co-op maps for TS. Unfortunately, I threw all of my old maps in garbage and I don't have a copy of it anymore.

I find that very hard to believe in case of Skirmish maps.

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Zero18
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PostPosted: Mon Jun 10, 2013 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was looking through the TS research center, didnt thought that I put up a copy of TS map that have neutral AI considered as an enemy side.

here

Edit: Nvm, this wasn't possible in Skirmish maps, only online. Confused I tried with 1 AI and 2 AIs, it still crash the map odd enough.

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Iran
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PostPosted: Mon Jun 10, 2013 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In Red Alert 1 (NOT 2) the game is hard-coded to ally the active houses to Civilian/Neutral, I actually added an extra tag to the house specific part of the map INI to prevent this hard-coded logic.

Red Alert 1 also implements alliances for a house to other houses as a 32-bit integer where every bit stands for a specific house alliance.

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Graion Dilach
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PostPosted: Mon Jun 10, 2013 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The alliance check is carried over, RA2 has that limit as well, and IIRC that's the main reason why Ares limits the available countries to 32 (tho in Ares, it was hacked to use HouseClasses, instead of their Types).

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EricAnimeFreak
Tiberian Fiend


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PostPosted: Tue Jun 11, 2013 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

This could be very easily done if the logic from this blueprint mentioned in this thread were implemented.

Specifically this part:
38 Make enemy...
Cause this trigger's house to un-ally (declare war) with the house specified.
If Player A.B.C.D etc logic could be used instead of house on triggers.

Currently what he wants can be done via SP map, or by having conditions that players most use specific countries.

While it is true that everyone is allied with CIV, Civ is Hostile to everyone else, it just doesn't have any scripts to be aggressive. To fix this you can just make a trigger to have all civ units Hunt. And even if you make civs your enemy, you have to remember to make them have stuff with Insignificant=no or else you will not fire on them until after they have fired on you.

I tried other methods but what is said above is basically the only way to make it work. Of course you can always use a dummy ai player, which is how most survival maps work. But this will eat up 1 player slow, and requires input knowledge before playing map.

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MasterHaosis
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PostPosted: Tue Jun 11, 2013 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak, Very Happy
I tried this and is not working. Actually I did not put trigger to map, I just put hunt to floating discs and at start of game they immediately start attacking me, and only attacked units retaliate.
So, must I specifically use trigger for that? (in case that we are talking about skirmish)

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EricAnimeFreak
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PostPosted: Tue Jun 11, 2013 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:

I tried this and is not working.

Is this referring to the method I explained?
As for hunt, hunt is just a script. Like i said the civ's have no IQ and therefore do not assign their units scripts, i find applying hunt to all their units with a repeating trigger easy. Though i think they can be set that way in map, as you did.
As for making neutral auto fired upon. The only current way to make that work for civilians is by using the "make Enemy" action in a trigger. But then it will only work if players play as per-planned houses.
Of course you could just do like you would do in a survival and simply add a dummy player which would be an AI that would act as civilian, but that would require input from player before game.
Ares may one day make it possible to assign triggers houses with player a-b-c etc. But I'm highly skeptical if that's anytime soon.

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RP
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PostPosted: Tue Jun 11, 2013 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't it mutual alliance breaking anyway?

From what I've seen it doing, it causes both houses to unally with each other, even though only one of them has the 'declare war' trigger.

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WoRmINaToR
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PostPosted: Fri Jun 21, 2013 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

There actually is a way to do this. It's an old trick made possible by an addition Westwood made in Yuri's Revenge to make co-op campaigns possible.

Basically, you need to add an extra player to the map. This player is always assumed to be AI and must always be in the same start position every game for this to work. Add their start position to an area of the map that is not normally accessible and make sure that the MCV the player receives is unable to deploy under any circumstances.

Now for the hard part (or at least quite tedious):

Create a trigger (best to use timer event, which I believe is event 13, and set the timer to 1 frame) with action 14 and point it to the proper player house corresponding to the waypoint that marks their starting position:

0 = PLAYER@A
1 = PLAYER@B
2 = PLAYER@C
3 = PLAYER@D

and so on.

Now, attach that trigger to every single neutral unit that you want to be auto-attacked by your units.

Fair warning: If that MCV is destroyed, that player's house will be "defeated" if short game is turned on, meaning all your "neutral" units on the map will die. If the MCV deploys, the AI will grab all of its units on the map, gather at the MCV, and the AI will attempt to start basebuilding. If it is successful to any extent, the AI will start launching attacks, possibly with all of the units it controls at once! Be careful to account for these scenarios.

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RP
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Joined: 12 Jul 2012
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PostPosted: Fri Jun 21, 2013 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Automatically blocks you from using full 8-player maps and observing in multiplayer.

Other than that the idea is quite nice.

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WoRmINaToR
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PostPosted: Fri Jun 21, 2013 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a fair point-- if he wants this to be a full 8-player map then there might possibly be one last option. I don't want to say anything before I get the chance to go home and test it, though, so I will leave it at that for now.

It's also worth mentioning that if the MCV shenanigans prove to overcomplicate the map, there is a (fairly complex) way to work around that, which more or less involves killing the AI player immediately at the start, and then spawning units owned by him after he is dead (I know that sounds moronic but it actually works!). You won't have to worry about him being 'defeated' and IIRC he won't be able to control his units.

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RP
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PostPosted: Fri Jun 21, 2013 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

That can easily be solved:

- Trigger that assigns dummy structure to the 'Neutral enemy' ; delay 0
- Trigger that destroys all units of the 'Neutral enemy' ; delay 0 (could be the same trigger as for the dummy)
- Trigger that assigns all those actual neutral units to 'Neutral Enemy' ; delay 1

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that was rather embarrassingly dumb of me! That would indeed be a much simpler and more sane way of doing it.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Jun 22, 2013 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

WoRmINaToR wrote:
There actually is a way to do this. It's an old trick made possible by an addition Westwood made in Yuri's Revenge to make co-op campaigns possible.


You know, I could have sworn I already pointed out that workaround you  just discovered; a whole 10 days ago..

EricAnimeFreak wrote:
Of course you can always use a dummy ai player, which is how most survival maps work. But this will eat up 1 player slow, and requires input knowledge before playing map.


Never mind, I did, and it seems I made a typo too, should be,
Quote:
But this will eat up one player position, is slow, and requires input knowledge before playing the map.
maybe that was why it was ignored? Or maybe it was the survival reference..

Anyways I personally feel this method is not what the author originally wanted. This is just using survival map logic to create artificial Civilian enemy instead of Super AI for a survival map.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jun 22, 2013 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak, RP, Wominator, thank you guys for your effort, I appreciate this.
But what artificial player does not to be defeated actually in map if I play skirmish to win?

Also, if I want to put that trigger on animals, then I have just pot put on certain animals in map or to assign trigger to certain infantry types?

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Jun 30, 2013 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Eric
Anime
Freak
Very Happy

Hey can you check fourth Allied mission where you need to rescue Einstein from Pyramid? There is Alligator and Mummy which are under civilian owner, but your units automatically attack them both, until camels are not being attacked automatically.
I just checked with Tanya. Once she gets near alligator, she attacks him automatically. Same goes if I order her to destroy pyramid, and mummy leaves.

Guys, can you also check which triggers are responsible for that?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jun 30, 2013 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you not create a trigger that would destroy "civilian" house upon the loss of all but one house? or enemies of each house? 16 triggers max I would think.

EDIT: Scratch that, with neutral owning every building, it would surely crash some way or another.

All I can see is, no triggers are touching them, though there is an "all wake" trigger at the start, and everything including the camels are set to guard mode. But camels don't have a weapon, so that could be it.

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Last edited by 4StarGeneral on Sun Jun 30, 2013 1:32 pm; edited 1 time in total

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jun 30, 2013 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Because in MP you can have multiple Americans.
Only the first appearance of that country get's checked.

Player @ X does not work for trigger events, nor trigger ownership.

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MasterHaosis
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Joined: 01 Nov 2010
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PostPosted: Sun Jun 30, 2013 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, I just checked it. In that desert mission I put neutral cow and monkey, and Tanya just automatically attacked Monkey.
Then I tested in skirmish game, I put alligator too, and my units did not automatically attacked him.
Then I did another test, I put neutral cow and alligator near my base in first allied mission. My units did not attack Alligator because I were allied with civilian in that mission, then I removed alliance in FA2, and after starting game, my Allied Dog automatically killed alligator only.

Seems that game is hard coded only in campaign that player (and perhaps AI) units automatically attack any civilian unit which has weapon.
That is weird. :X

RP, cause you are expert at missions, can you check it further to confirm that?

Graion Dilach, AlexB, can you guys check in exe if game is really hard coded for such?

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4StarGeneral
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Joined: 14 Sep 2006
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PostPosted: Sun Jun 30, 2013 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
All I can see is, no triggers are touching them, though there is an "all wake" trigger at the start, and everything including the camels are set to guard mode. But camels don't have a weapon, so that could be it.

You'd probably have to set all wake all guard triggers for civilians on every map, to have the same effect. Again, only affecting units with weapons.

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MasterHaosis
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Joined: 01 Nov 2010
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PostPosted: Sun Jun 30, 2013 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral, so only guard mode via triggers will work?
Because every unit in FA2 automatically comes with guard mode. But yes, since it has no effect, then trigger should work.

But I do not need it for every map, just for few maps which I would make. For example, map in jungle where lot of animals are,and some of maps in lunar theater where neutral floating discs and aliens are, and some other neutral maps with  rebel or mutant troops, or where dangerous units are set.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jun 30, 2013 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure it works, the units should attack anything that comes within range. Area Guard means they'll move out and attack things that come close enough.

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MasterHaosis
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PostPosted: Sun Jun 30, 2013 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral, how is called that trigger, I cant see it?
What should I set exactly in map?


4StarGeneral, OmegaBolt, RP, guys we were wrong all time. I just checked. Alligators (and monkeys when I set them in map) are not attacked because of weapon they have. They are attacked because they have Insignificant=no tag set.
I just tested, I put civilian texan in that mission, he has pistol and yet again my units are not attacking him automatically. So I was searching in their rules, and saw difference.
Then I removed weapon for alligator, and my units attacked him even if he does not have weapon.
Then I put back weapon to him, but changed Insignificant=no to Insignificant=yes, and my unit did not attack him, which means that tag is responsible.
I put also flak trooper and neutral apocalypse and they were being attacked normally.

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RP
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Joined: 12 Jul 2012
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PostPosted: Sun Jun 30, 2013 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was never wrong. I just said it is not possible to make a (real) enemy out of the Civilian country.

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MasterHaosis
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PostPosted: Sun Jun 30, 2013 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You are never wrong even if you are wrong! Very Happy
Well, I did not want whole country to be enemy, just few units like in campaign.

4StarGeneral, OmegaBolt, guys, I do not think some triggers causes all civilian units to be on guard, and as result, my units attacking them.
I just checked, I put on soviet lunar mission one neutral alligator, and cosmonauts started attacking him.
And I do not think that on this mission there is tag for civilian units, as there are no civilians on Moon.
So, I think game is indeed hard coded on campaign to make all civilian units with Insignificant=no attacked by player.
However, that does not mean that you are wrong either, I need to check that trigger for skirmish maps too, maybe it works.

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4StarGeneral
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PostPosted: Mon Jul 01, 2013 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Never said I was right, haha. To be honest, I haven't mapped in years, but you did get me started playing around today.

Regardless, I don't believe that civilians are usually set to attack or be attacked, and would think it has to be a script that makes it work, then again, you could be right and it's just Insignificant that does it, despite what ModEnc says.

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MasterHaosis
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PostPosted: Mon Jul 01, 2013 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral,well thank you for your time.
Well, I just tested that too. I made blank map all01umd with MCV, few GIs and one neutral alligator. No scripts, triggers,anything.
And when GIs were close they started automatically attacking alligator.
So it is definitively hardcoded that civilians are enemy on campaigns only when they have Insignificant=no. I only tested on  few animals,  flak trooper and apocalypse.
Hey, can you try what you suggested? Can you create just blank skirmish map with that ,,wake all" trigger and set few alligators there to see if they will be attacked automatically?

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 01, 2013 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis, check the houses. You will see that the Allies and the owner of the alligators/mummy are enemies. As said: in campaigns, it is no problem for having an aggressive civilian army that your units (and anyone else it is enemy with) automaticly attack. However, you can't set this in Skirmish/MP, which is the whole problem.

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