Quote:
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Originally Posted by seebo
I've encounter some problems getting units to do things like laser locking, evacuating when dying and such. Was wondering if anyone got it to work successfully.
My approach was to create a subroutine script which goes something like this.
USA Evacuate Damaged Humvee
*** IF ***
Unit '<This Object>' Health IS Less Than 20 percent.
*** THEN ***
Team '<This Team>' unload.
Team '<This Team>' begins hunting.
USA Laser Locking
*** IF ***
True.
*** THEN ***
Set Flag named 'USA Team is Building' to FALSE
Team '<This Team>' begins hunting using Ability 'Command_AmericaMissileDefenderLaserGuidedMissiles '.
Then under Generic Behaviour for the Team, I added 'USA Laser Locking'. The problem is that they do not work, I've even tried it on Behaviour, On Create, 'USA Laser Locking'.
Hope that someone can help.
Thanks in advance.
-seebo
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<This Object> actually needs a name. There is no way to attach building or units in generals. Normally Unit type scripts are used soley for SP.
I would write a script based on damage to the the team and tie the team to it in the behavior page of the team editor. Take a look at the **Team** state is**??** script condition.
Your last script is set up wrong. The team begins to be built when the flag goes to false. You then need the team to guard the innerPeremeter, or hang out somwhere, until the entire team is built. This is the teams "Build Condition". The team is tied to this script by the entering the script name in the Production condition on the "Identity" page in the team editor.
The team can be set to hunt and use the LGM's by writing a new script for it. Tie the team to it on the Generic page of the team editor. You'll also need to specify an "On Destroyed" parameter. As you want it to hunt it does not require an "On Create" script to be listed.
HTH
Edit** Be advised that this will need to go into the AI scripts. Which equats to you need to import the whole cholote.