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SWR Productions Forum _ Generals/Zerohour Modding _ AI Skirmish Script/Map/Mod Compatibility

Posted by: vectorguy 22 Mar 2018, 2:14

Is there a repository somewhere for various SkirmishScripts and will any .scb file work on any map or mod for ZeroHour?

I understand that these go in Data\Scripts\ then restart game and the new AI will work.

Am I wrong?

I'm using http://www.cnclabs.com/modding/generals/ as a reference and just starting to check out https://forums.revora.net/forum/163-script-development-initiative/ but that latter forum is from 2005 or so.

Posted by: Mizo 27 Mar 2018, 8:07

AI scripts for ZH works well only with ZH. Generally if you want to get them to work for a particular Mod, you might as well make a new one for that mod.

Posted by: vectorguy 27 Mar 2018, 22:59

QUOTE (Mizo @ 27 Mar 2018, 8:07) *
AI scripts for ZH works well only with ZH. Generally if you want to get them to work for a particular Mod, you might as well make a new one for that mod.

That's beyond my abilities at this time. Do Skirmish Maps have the AI built into them somehow or is the AI file separate in the same map folder?

Posted by: Mizo 29 Mar 2018, 2:11

Depends. Some skirmish maps have their own scripts while and those are usually single player maps. Normal games load the AI from the main scripts in the main INI folder.

Posted by: vectorguy 29 Mar 2018, 12:44

Thanks.

So if I place a specific AI .SCB script in a single player Skirmish map folder, I presume that the main INI folder with the scripts will be ignored by the game?

And the difference between *playing vs. the computer* and *playing vs. other humans* is the presence of an AI script? I've downloaded some maps where I later discovered 'the enemy' hadn't built any units or a base and the construction unit was just sitting there like a slacker.

Can I somehow easily scan/search through hundreds of folders (like from one of those mega-mappack downloads) and determine which of them will not work for single player Skirmish?

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