AI Skirmish Script/Map/Mod Compatibility |
AI Skirmish Script/Map/Mod Compatibility |
22 Mar 2018, 2:14
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#1
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Group: Members Posts: 186 Joined: 24 November 2014 Member No.: 10741 |
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-...ent-initiative/ but that latter forum is from 2005 or so. |
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29 Mar 2018, 2:11
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#2
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
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.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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29 Mar 2018, 12:44
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#3
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Group: Members Posts: 186 Joined: 24 November 2014 Member No.: 10741 |
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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