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DeeZire Online > Editing Community > Map Authoring » Hostile CPU players....

Map Authoring Any map making or authoring related topics for C&C or BFME games go here.

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Old 06-11-2003, 04:39 PM   #1 (permalink)
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Default Hostile CPU players....

Ok, Im not a complete n00b to mapping (yeah rite many of u will think wen i say this... ) But i cant get CPU players (like team civilian) to be hostile to ever1 else (wen using the toolbox to state if its allied or hostile).

Please tell me where i am going wrong...
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Old 06-11-2003, 08:33 PM   #2 (permalink)
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http://cncden.com/worldbuilder/

http://www.cncseries.com/generals/maps/amt/index3.shtml
synopsis below



Quote:
Adding ‘Bite’ to your map!

In this part we will be taking some of the previous ideas and developing them further. Beside each heading I will note the parts that need to have been read before proceeding.

Militia (Bringing life to a map)
For this we will have to add a new player, ‘Militia’ being the preferable name. Make it computer controlled and FactionCivilian and give it any colour you want (TO give it a customised colour click on the colour box.

» Screenshot 3-3.jpg

Next, you will need to add a Script to make the Militia enemy to the human player, simply make a script with condition ‘True’ and use the script ‘[Player] Change how a Player relates to another Player’ make the Militia view as enemy and use it again to make view Militia as enemy.

Make_Enemy

*** IF ***
True.
*** THEN ***
Player '' considers Player 'Militia' to be Enemy
Player 'Militia' considers Player '' to be Enemy

Next, simply copy your moving civilian and vehicles/traffic scripts we learned earlier and tell Militia owned attack units to follow those waypoints path instead or along with the civilians and traffic, like I did in my Militia Mayhem map.

You can also reinforce the Militia by placing the reinforcements outside the map boundaries and inside the border, where they can’t be seen. If you name every single Militia unit you could script for a replacement unit to come on if a particular unit has been destroyed, and if you want you could script another replacement to come on if that one is destroyed etc. . Here’s what the reinforcement script should look like for one unit.

MilitiaUnit1_Reinforcement

*** IF ***
Unit 'MilitiaUnit1' has been destroyed.
*** THEN ***
Unit 'MilitiaUnit6' follows waypoints, beginning at Waypoint Path ' Road1'

When the ‘MilitiaUnit1’ is destroyed ‘MilitiaUnit6’ comes on to replace it, If you open up my Militia Mayhem map in the World Builder you’ll notice that the five technicals on my map are named from ‘MilitiaUnit1’ to ‘MilitiaUnit5’. On my map border, I’ve a total of 5 Quad Cannons and 5 Scorpion Tanks ready to reinforce those technicals and the Quad Cannons are named from ‘MilitiaUnit6’ to ‘MilitiaUnit10’, the Scorpions are ‘MilitiaUnit11’ to ‘MilitiaUnit15’. I’ve scripted all situations for each unit for what would happen if they were destroyed, for example if ‘MilitiaUnit1’, a technical which is already driving around the map, is destroyed, ‘MilitiaUnit6’, a Quad Cannon outside the map, comes on and follows the waypoint path, and if THAT is destroyed ‘MilitiaUnit11’, a scorpion outside the map comes on to replace that Quad Cannon and it’s the same for the other vehicles.
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