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Problem with modify official campaign map
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed May 07, 2008 12:48 pm    Post subject:  Problem with modify official campaign map Reply with quote  Mark this post and the followings unread

First GDI FS Mission 8

I modify that cabal forces use new cyborg to attack civilian village. but problem is when start map the group that has my new cyborg won't follow the way point to attack village. I'm surly that add new cyborg ID to that taskforces and set tag of trigger to that unit.

Second Nod FS Mission 4

I want mutant force has own War Fac and barrack so I change all GAWEAP and GAPILE of mutant to the new one that I add but problem is AI don't build any unit to attack me. I'm surly change all prerequisite of all unit that mutant can build to my new factory but it doesn't work.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed May 07, 2008 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Upload them and I'll see if I can fix them.

Last edited by Aro on Wed May 07, 2008 2:41 pm; edited 1 time in total

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed May 07, 2008 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think is should upload my mod too to make it complete

PS.I borrow "Rise of Dawn" Mod GDI'S War Fac to make Mutant War Fac I will give credit to him later.

Thanks for advance.



My Mods+map.zip
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 Filename:  My Mods+map.zip
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed May 07, 2008 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Don't understand exactly what you would like me to do. I think what your problem is, is that you have not added CYBLSR's to the task forces or have forgotten to place them on the map. Your main problem with doing this would be the fact that Subterranean APC's can only carry 5 units, and the amount of units that have been set by WestWood are the only units that'll do as they're told in the scripts and such. This is complicated to explain and even more complicated to do. With your edits, it's difficult to change what has already been set in a campaign without either making things worse or just simply causing the map to crash. If I'd of made the map(s) I'd know what triggers where which etc, but with WestWoods maps they have strange and unclear names for their triggers, scripts etc. So there is not much I can do for you at this moment in time, unless I can find some kind of information somewhere explaining what triggers to what (which I highly doubt), I don't really fancy reading through every single trigger and team-type memorizing what they are, I'm sorry.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed May 07, 2008 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I Don't understand exactly what you would like me to do. I think what your problem is, is that you have not added CYBLSR's to the task forces or have forgotten to place them on the map. Your main problem with doing this would be the fact that Subterranean APC's can only carry 5 units, and the amount of units that have been set by WestWood are the only units that'll do as they're told in the scripts and such. This is complicated to explain and even more complicated to do. With your edits, it's difficult to change what has already been set in a campaign without either making things worse or just simply causing the map to crash. If I'd of made the map(s) I'd know what triggers where which etc, but with WestWoods maps they have strange and unclear names for their triggers, scripts etc. So there is not much I can do for you at this moment in time, unless I can find some kind of information somewhere explaining what triggers to what (which I highly doubt), I don't really fancy reading through every single trigger and team-type memorizing what they are, I'm sorry.


Don't Mind. Thank you very much.

Edit : I know problem that why group that has CYBLSR don't follow the the script. Because CYBLSR don't set into same group as REAPER and CYBORG. REAPER and CYBORG group is 0,1,2 or something but new CYBLSR that I add it still group -1. But the problem of AI trigger in Nod 4 I still can't solve yet.

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