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Staredit Network -> UMS Assistance -> Scripts, or Order Trigger to attack for Comp?
Report, edit, etc...Posted by LegitXeris on 2004-11-29 at 14:20:28
Hey Guys,


Currently making Castle Defense Map. I need 2 comps to attack castle from 4 sides. Do I have to use 2 slots for computer to attack? Basically I want 2 attacking computers and still have 8 Players to defend. helpsmilie.gif

I made 2 Arenas map, not familiar with Computer AI, how should I set computer's difficulty? I have seen many scripts for computers, should I use the script (and specifically which scripts) for easy, medium, hard, experts. Or should I just increase # of attackers and variations for harder levels? helpsmilie.gif

thanks for helping
Legitxeris w00t.gif
Report, edit, etc...Posted by ShinRa_Soldier on 2004-11-29 at 14:28:52
First off, I don't think there is a way to make a computer player attacking without using a computer, but u can have 7 defenders and 1 computer, unless there is a very good reason, you shouldn't waste 2 computer slots for one job, just use 1 computer and just create units around the castle for the same computer player then order them to attack the castle as for making it harder if i were you, i would change the units around (Make stronger ones spawn) and add more.
Report, edit, etc...Posted by Do0mEd[i]CoN on 2004-11-29 at 19:12:17
Yeah, Shinra makes a very good point
Report, edit, etc...Posted by KaboomHahahein on 2004-11-29 at 21:32:22
QUOTE(Do0mEd[i)
CoN,Nov 29 2004, 07:12 PM]Yeah, Shinra makes a very good point
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Umm spam? Would you be insanemapper by any chance?

Anyways, there is no way of doing that because you need to have and opponent to start a game. Just make it 6 defenders, nothing you can do about it.
Report, edit, etc...Posted by SnIpA(MC) on 2004-11-29 at 23:28:58
....usin both comps dont make sense...like shinra said. Theres no need for 2 comps to do one comps job. Thats just a waste of space. And dont u always notice those noobish maps with 2 diff color comps serving same purpose and u wonder....now why did they need 2 comps for that?
Report, edit, etc...Posted by LordVodka on 2004-11-30 at 11:19:46
Just create units and stuff for Player 12 and have a trigger setting all 8 players to enemy for Player 12. Then, you dont have to worry about more triggers for more computers, just one.

(_I can't beleive no one noticed this, it's kind of obvious here_)

-_=LordVodka=_-
Report, edit, etc...Posted by LegitXeris on 2004-11-30 at 12:19:40
I considered 2 comps for attacking because I was worried about PSI limit. Thanks for helping, now I know, i should start with 6 Defenders, 1 attacking computer, and have units spawn for player 12 and be automatically be given to player 8.

I have two new questions now. My 2nd question is well, I have easy,medium, hard, expert difficulty settings to choose in beginning, it will be triggered with "switches"

There will be 24 different situations..... for example.
One Player: easy, med, hard, expert
Two Players: easy, med, hard, expert
Three Players: ...... .... ... ....

that would be a lot of triggers and switches, I am willing to take time to make 24 different switches and many different triggers but is there an easier and more efficient way than what I am doing. the reason I want the game be able to be played by 1-6 players is for flexability. Many castle defense map i see out there requires 6players and 2 comps, or 8 players some attack and some defend. My map only requres one player, and a maximum of 6. Difficulty settings will just differ by # of attackers and the strength/variations of their units.

my 3rd question is, should I use computer AI scripts (specifically which ones) or should i just use "order" trigger to attack center. (objective of game is to defend building/king inside the castle).

thanks again, for helping
Report, edit, etc...Posted by LegacyWeapon on 2004-11-30 at 15:03:29
Why not use death counters?

and for the attacking units,
How will they attack? Will they build armies to send? Or do you want to send a mass just when your trigger activates it?
Report, edit, etc...Posted by KaboomHahahein on 2004-11-30 at 18:53:57
QUOTE(LordVodka @ Nov 30 2004, 11:19 AM)
Just create units and stuff for Player 12 and have a trigger setting all 8 players to enemy for Player 12. Then, you dont have to worry about more triggers for more computers, just one. 

(_I can't beleive no one noticed this, it's kind of obvious here_)

-_=LordVodka=_-
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Not all triggers work for player 12 so it wont work. Besides, if you have a map with all 8 allied players you cannot start the game because you need to have atleast one oponent. and p12 is not counted.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-30 at 19:06:30
QUOTE(KaboomHahahein @ Nov 30 2004, 06:53 PM)
Not all triggers work for player 12 so it wont work. Besides, if you have a map with all 8 allied players you cannot start the game because you need to have atleast one oponent. and p12 is not counted.
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Not true. I had my old version of ScVz MeGa Dodgeball Tourney, with all 8 players allied. As long as there are 2 slots used in the map, the game can start.
Report, edit, etc...Posted by KaboomHahahein on 2004-11-30 at 21:12:03
Ohh, but you used a trigger to ally htem right? Well I was talking in general as in you are all under one slot because then you will all be "allied" But your way works.
Report, edit, etc...Posted by x BakaPeter x on 2004-11-30 at 21:37:12
QUOTE(LordVodka @ Nov 30 2004, 11:19 AM)
Just create units and stuff for Player 12 and have a trigger setting all 8 players to enemy for Player 12. Then, you dont have to worry about more triggers for more computers, just one. 

(_I can't beleive no one noticed this, it's kind of obvious here_)

-_=LordVodka=_-
[right][snapback]104936[/snapback][/right]

i think i tested this before but can P12 attack other enemies? i know the humans can be unallied to P12 and attack them but i dont think P12 will attack back. unless its the whole purpose of P12 is to move to the center or something.
Report, edit, etc...Posted by LegitXeris on 2004-12-01 at 13:00:30
Hey guys, thanks for participating in the help of my first question, but my 2nd and 3rd question has yet to be answered. This thread is getting long, should i post new thread cause nobody notices my 1st reply. This is my 2nd time i replied in ths thread. Just look up for my 2nd, 3rd questions.

LegitXeris
Report, edit, etc...Posted by StealthyDeath on 2004-12-01 at 17:14:22
For your third question, you can use the 'Send All Units on Random Suicide Missions' AI script and a Preserve Trigger. Basically, you just control how many enemy units are created and they will atuo attack the players.
Report, edit, etc...Posted by Turin on 2004-12-01 at 21:11:43
To have the computer attack, use "value this area higher" script at the center (where the king is) and then you could say ||computer controlls at least X men, AI script "send all units on startegetic suicide missions"|| Somewhere there is an explanation of all the AI scripts. The "value this area higher" makes the enemy harass the location until they capture it (like sending 5-10 units at a time) and the strategetic missions orders all of the computer's units to attack to where it has found an enemy base. And so that if the workers get sent, order it to make one if it controlls no workers and if it controlls any buidlings.
For the easy/med/hard setting, see the AI scripts explained thing. And to check for players, have a trigger for all players that has them add 1 custom as soon as the game starts. Then the number of custom is the number of players, and you just use a different script for each custom level. So ||player brings 1 civ to hardbeac, custom score is 6, run AI script at town1 "extreme AI 6"|| (I dont know the names of the scripts)
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