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(SOLVED) Need help with Final Alert 2 (Ra2 YR Map)
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iMNaSTy
Vehicle Driver


Joined: 10 Mar 2015

PostPosted: Tue Mar 24, 2015 2:31 am    Post subject:  (SOLVED) Need help with Final Alert 2 (Ra2 YR Map) Reply with quote  Mark this post and the followings unread

Hi there.

I have a problem with a script on my YR map i created using FA2. i created a survival / stomp map where 5 players need to defend and also destroy enemy buildings. i have put 9 different Attack waves on 3 different waypoints. everything works like it suposed to be. When the time ive set comes enemy sends in 40 Rhino tanks to my waypoint. i selected script action 1 as '' move to waypoint (my waypoint) and second action set to Attack>1 (Not specified). But when the tanks arrive to my waypoint they do shoot at everything which is in their ways but after there is nothing near them they just stay at that waypoint and wont continue with the attack (untill everything is destroyed). I downloaded a random survival map from google to look into the settings to see if i selected the wrong script type. But that map also had the same scripts and team settings etc. but on that map the enemy first moves to the selected waypoint and after they do continue attacking anything that exists on our team.  I have did every trigger,scripts,team,taskforce settings same as the map where enemy does continue the attack but no luck... on my map they just get stuck at the selected waypoint and wont attack untill a unit moves to them.

Is there something that i am missing ?

any help will be great appreciated

Thank you very much for the time you took to read my question and sorry for my bad spelling.

(I add a screenshot of my script settings in FA2)



11111.jpg
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Screenshot of my script settings
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11111.jpg



Last edited by iMNaSTy on Tue Mar 24, 2015 7:25 pm; edited 4 times in total

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Mar 24, 2015 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

In Attack Target select '1 - Not Specified'. Right now it has 0 which is attack nothing.

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iMNaSTy
Vehicle Driver


Joined: 10 Mar 2015

PostPosted: Tue Mar 24, 2015 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
In Attack Target select '1 - Not Specified'. Right now it has 0 which is attack nothing.


Thanks for the fast respond.

I selected 1 ''Not specified'' but it just does the same. they move to the waypoint they kill anything which stand in front of them but i can simply run away from them and they wont follow. Im sure that there is something missing here

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Mar 24, 2015 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I've made quite a few survival maps. And honestly, without looking at the map I can't be sure. AI is finicky sometimes with attacks. I know for simplicity sake a lot of my maps just had straight up attack scripts without way-points. "Gather at enemy" i commonly used, then attack. I know some use patrol to way-point etc. I always find keeping it simpler made the AI work better and hence i preferred to shape enemy attacks by having them spawn their different waves at different points, rather then any centralized point.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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iMNaSTy
Vehicle Driver


Joined: 10 Mar 2015

PostPosted: Tue Mar 24, 2015 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
I've made quite a few survival maps. And honestly, without looking at the map I can't be sure. AI is finicky sometimes with attacks. I know for simplicity sake a lot of my maps just had straight up attack scripts without way-points. "Gather at enemy" i commonly used, then attack. I know some use patrol to way-point etc. I always find keeping it simpler made the AI work better and hence i preferred to shape enemy attacks by having them spawn their different waves at different points, rather then any centralized point.


http://www.mediafire.com/download/3p1ip63yjyy2kx5/grasslandtest.yrm

This is my map you can look it up for your self. it is a 12345 vs 678 (ai) map. please start at spot 1 because i setted up a fast ''test attack'' in begining of the game that attacks spot 1. If you want to edit and try things you can simply edit ''testattack'' scripts and see what happens in beginning of the game at spot 1

If you can help me with this i will be very thankful.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Mar 24, 2015 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

If you give the base location as waypoint, it may not be successful in reaching it. You may use additional
waypoint near that base or use other methods which when completed, the team will execute its next attack
script.

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iMNaSTy
Vehicle Driver


Joined: 10 Mar 2015

PostPosted: Tue Mar 24, 2015 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
If you give the base location as waypoint, it may not be successful in reaching it. You may use additional
waypoint near that base or use other methods which when completed, the team will execute its next attack
script.


I just tried it but still no luck. putted a new waypoint near the bases all they do is kind of guard that area and shoot at anything that walks in their way. i would be very happy if i can make them just to move to destroy anything that exists. When the enemy makes tanks from their War Factory and sends those tanks to attack they do continue untill there is nothing left. those tanks must also have a script to do that. but which one.

( I also tried '' Attack waypoint '' then they attack the MCV first and after the MCV explodes they DO continue the attack but that counts only for that wave. when the next wave comes and there is no mcv left all they do is shoot the ground where the waypoint is and making them selfs even more easy to kill. and when i select the next wave to move to a waypoint then attack 1 not specified. It just does the same as i mentioned before. just guarding the area.

What i exactly want is that all the waves moves to a waypoint and after they reach the waypoint attack to destroy anything that exists on our team. the AI does this by it self. they create like 7 tanks they all get together at a waypoint and after they start attacking warfactory then barracks then mcv etc. etc. etc. untill everything is destroyd. but my own created waves wont do that. i will be very happy if i manage to do this by all your help.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Mar 24, 2015 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just checked your map. 40 HTNK units is big enough team to make move to waypoint work. It works with
about 10 HTNK correctly.



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iMNaSTy
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Joined: 10 Mar 2015

PostPosted: Tue Mar 24, 2015 7:23 pm    Post subject:   Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Just checked your map. 40 HTNK units is big enough team to make move to waypoint work. It works with
about 10 HTNK correctly.


Thank you so much for helping me and find what the reason was!. i never thought that the amount of the units would be the case. So if i want to make more then 10 tanks attack i should use multiple scripts and waypoints and select each 10 units right?.

Sir i am so thankful and really appreciate the time you took to help me out! that was really a great help i give you and this forum a 10/10,

i will work on my map and see what i can make the best of it with the new methods:).

Have a happy and  great day!.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Mar 24, 2015 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just checked back in. And indeed I think he has a point, generally I also limit my size waves and generally increase the amount of teams or triggers then the task-force size itself.

Let me know if your still having issues after and I'll try and help as well, otherwise I'm glad the problem was fixed.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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iMNaSTy
Vehicle Driver


Joined: 10 Mar 2015

PostPosted: Wed Mar 25, 2015 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Just checked back in. And indeed I think he has a point, generally I also limit my size waves and generally increase the amount of teams or triggers then the task-force size itself.

Let me know if your still having issues after and I'll try and help as well, otherwise I'm glad the problem was fixed.


Thank you so much i will recreate the waves now in multiple scripts and see how that will work. and let you know

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iMNaSTy
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Joined: 10 Mar 2015

PostPosted: Sun Apr 05, 2015 2:06 pm    Post subject:   Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Just checked back in. And indeed I think he has a point, generally I also limit my size waves and generally increase the amount of teams or triggers then the task-force size itself.

Let me know if your still having issues after and I'll try and help as well, otherwise I'm glad the problem was fixed.


Yes i just tested this method few times and for what i see it is possible to make 30 units spawn on a waypoint and moving them 10 by 10 to different waypoints (near our bases) worked like a charm. Thank you all for the great help !

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