Well then. First of all hello everybody. I'm NAME ON THE LEFT SIDE (...well Bluna) and so that you know I read the rules... Introductionstuff jada jada ja... I think we all know it by now. I hope I added my discussion in the proper part of the Forum. (Not so a good Forum sorter)
So I have a small problem. First off I edited the Soyuz/Baikonur Launch Facility of Shockwave to the Mod ROTR. Just for private fun use and NOT FOR SHARING, COMMERCIAL or EVIL CAPITALISTIC PURPOSE, cause that is not right... without any agreement with it's creator of course...
Now my question is how do I edit the Scripts so that the GLA is able to build it. I am not the very best at scripting. Rather a Newbie.But I tried to edit the GLA Superweaponuse file in the skrimishscripts by changing the build a building of type Scudstorm thingy to Salv_GLABaikonurMissile, overwrote theScudstorm specialpower in it with the Baikonur one and I added to the define list of the GLA the Baikonurmissile superweapon.
GLA Build Scudstorm
*** IF ***
Counter '_ESCALATION' IS Greater Than or Equal To 60
*** THEN ***
Player '<This Player>' gets $ 5000
Build a building of type 'Salv_GLABaikonurMissile'
GLA Fire Scudstorm
*** IF ***
Player '<This Player>' is ready to fire Special power 'SuperweaponBaikonurMissile'.
*** THEN ***
Player '<This Player>' fire Special power 'SuperweaponBaikonurMissile'
Define Super Weapons
*** IF ***
True.
*** THEN ***
'Super Weapons' : add 'AmericaParticleCannonUplink'
'Super Weapons' : add 'ChinaNuclearMissileLauncher'
'Super Weapons' : add 'GLAScudStorm'
'Super Weapons' : add 'Salv_GLABaikonurMissile'
'Super Weapons' : add 'RussiaTremor'
'Super Weapons' : add 'EuropeSolarisRelay'
Set timer 'ObjectListsDefined' to expire in 5 frames.
Also the AIdata.ini is set so that the Soyus Launcher is set to the coordinates of the once used Scudstorm. Commandset.ini is set so that the Worker can build The Baikonur missile and the missile itself is on the Side of the GLA and has the same cost like the ScudStorm. My problem is that the Ai in-game isn't building the Missile but the Scuds are beeing build. I will be very thankful for any help.
I think Mizo is the AI Mastermind behind this but also the others like M.P. or Comr4de... may be a big help.
nvm
That's an INI issue rather than a scripting one from what am seeing. Either that or you mixed up some files together.
Thanks for the answers. (Maybe I screwed something up with the INI after all... grumble, S-300, grumble.)But I'll try my best.
One thing which is not really fitting in here but I was curios. In the next Version 2.0 (I know about the 1.87 internalupdate... silly me) how will the AI decide which general it will choose? As I know the plan is that the player can choose which general he wants to be in game. So how does the AI choose its generals? If you allow me to ask.
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