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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-10-2008, 04:07 PM   #1 (permalink)
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Default New Faction AI Scripting

Hello, I am back with new questions regarding New Faction AI/Skirmish Scripting.

These Are MY Problems:

First Off: Whenever I modify my copy of SkirmishScripts, when I get in game both me and all AI players sell all buildings.

Second Off: I coded music using the examples that the other factions use, but it does not work. I think this is somehow related to problem one.

Any help would be greatly appreciated.
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Old 05-10-2008, 08:19 PM   #2 (permalink)
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Fixed SkirmishScripts.scb - CnCMaps Map Editing Forums
has a fixed copy of the scb, see if it works
see post#4 in the thread for import insrtructions
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Old 05-11-2008, 08:10 PM   #3 (permalink)
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Oh sorry, I forgot to post that I got it working. I grabbed a copy of the no silence script and to my looking at it noticed it was different than my previous one. I modified it and it worked just fine.

Now I have a new problem. I can only add one new faction AI through that method. Is there any other way to add more?
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Old 06-03-2008, 04:24 PM   #4 (permalink)
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hello? Sorry I took so long to get back to this post. How do you add multiple new factions to the Skirmish Scripts?
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Old 06-23-2008, 10:33 PM   #5 (permalink)
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I presume you have to import skirmish scripts scb into worldbuilder, copy a script folder for one of the existing factions, modify all the scripts in it for your new faction, export the whole skirmishscripts.scb again

It will be a nightmare unless you have a super fast computer

Also, you need to edit AiData.ini, in ZH it is the coipy in in Data\INI\Default\
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