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Staredit Network -> UMS Assistance -> AI Trouble
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-16 at 16:10:40
i am trying to make two forces [nth-sth] attack each other when they meet in the middle.
when they meet in the middle they just walk straight past each other even thoe the attack command has been giving by the triggers. ranting.gif

They are on an extremely unfamiliar tile [the desert tile bridge] i have designed for the map, i feel its contributing.

any assitance would be apreciated. biggrin.gif
Report, edit, etc...Posted by Screwed on 2005-09-16 at 16:13:10
Use the Order (Attatck to) Trigger 'Location'.

Make sure the location is big because they will only start attacking if they are in the the location area.
Report, edit, etc...Posted by T3mplaR on 2005-09-16 at 16:14:48
Make it so they actually meet in the middle so you could do it like this

And make them both attack to seperate locations that are touching each other.
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-16 at 16:15:05
QUOTE(Screwed @ Sep 17 2005, 06:13 AM)
Use the Order (Attatck to) Trigger 'Location'.

Make sure the location is big because they will only start attacking if they are in the the location area.
[right][snapback]315502[/snapback][/right]


yes that is the problem
because that is what they are already being told to do .
ive tried puting them in the trigger it has not worked.
Report, edit, etc...Posted by T3mplaR on 2005-09-16 at 16:15:46
^^what I said!
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-16 at 16:23:32
thank you ur idea worked but......theres more to it

its set to spawn more units to march forward once those units spawn ,the units in the middle just continue on there merry paths not attacking.

this spawning is giving all locations the command to tell all units in them to attack to *[wheretold]
Report, edit, etc...Posted by T3mplaR on 2005-09-16 at 16:31:12
Thats a problem...

Couldent you use like whenever the units in the middle are killed (kill units ie 20) then the other guys attack against the spawned guys?
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-16 at 16:40:47
i see
so when player control 0 units respawn continue the next round of spawning
that will work if not i will be back.

i would rather the capacity of more units to be on the map thoe not by saying more at once but faster attacks.

thanks for the help cool1.gif
Report, edit, etc...Posted by Toothfariy on 2005-09-16 at 16:48:28
how many trigs are you useing? make the ai more detailed, make more trig's with them enforceing what u want them to do
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-16 at 16:58:29
Another problem
the units dont just attack threw the milde they also go around the sides
but they wont do this on there own cause they will just go threw the middle
and interupt the middle fight. so i need that spawning trigger to resend them on there way once they reach the rallayed trigger.
for physic help the map is dessigned like this
O
/ | \
/ | \
X X
\ | /
\ | /
O

O= force staring location
|= unit paths
X= unit Rally

ADDITION:
lol ignore that example it didnt turn out like i thought it would biggrin.gif

ADDITION:
by more detailed what do you mean?
Report, edit, etc...Posted by PCFredZ on 2005-09-17 at 09:32:47
Simply unchecking Ally for the computers isn't enough, it'd have to be done through Set Alliance Status.

I've had problems with the Attackto Order as well, the units seem to be only Moving and attacking only in retaliation. Use Patrol instead.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-09-17 at 10:14:47
Computer players will always start allied, regardless of whatever settings are in the forces dialog. You have to have them set each other to enemy if you want them to fight.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-17 at 10:38:24
I made a map that had two computers attacking each other, it worked out fine...all i did was use AI scripting to become enemies with each other and then told them to attack to the location. But one side wasn't moving, just sitting there. So i don't see what your problem is it should be working fine...
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-23 at 13:47:40
they are set to enemy threw triggers. confused.gif
they are being told to Attack to the location. sad.gif
they are being told by AI scripts to be enemies. cry.gif

ranting.gif i just dont get it, the main thing that bugs me is that if they are being told to ATTACK to here should they attack anything they see on there way because they just look like they could use some glasses or something to help.

i have fixed the problem but it meant setting them to patrol,
which means they can sometimes be delayed and turn around going back to there base making the other side have an advantage.

i dont feel this is going to be solved
i will post the map in ur sections or whereever you put it because now more then ever i am starting to feel it is the terrain that is causing it. like i said in the first post its NOT normal its the bridge terrain for the dessert terrain completly covering the map.

ADDITION:
and thankyou PcFredz
u understand the hell im going threw... mad.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 01:31:23
QUOTE(Sickoe_DT_ @ Sep 23 2005, 09:47 AM)
they are set to enemy threw triggers.  confused.gif
they are being told to Attack to the location. sad.gif
they are being told by AI scripts to be enemies. cry.gif
[right][snapback]320253[/snapback][/right]

Are they preserved triggers? because if they are IT DOESN'T WORK. i learned the hard way. you can only set them as enemy without preserve trigger or they just run right by each other.
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