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Staredit Network -> UMS Assistance -> Zombie Triggers
Report, edit, etc...Posted by Sie_Sayoka on 2006-10-30 at 05:42:03
I need help with the AI scripts for zombies. I would like something similar to RE Raccoon city where the zombies attack the neutral tanks first. (I have unallied the zombies to p12)

I have already tried random and strategic suicide missions but after a few spawns they get stuck at thier spawning points. How should I conquer this?
Report, edit, etc...Posted by Gigins on 2006-10-30 at 05:47:29
Oh thats easy. At first preplace all the tanks owned by an enemy of zombies(payer or another comp) and then give the tanks to p12. Player 12 not only remains in the original color of previous player but also has the same alliance status. Like if you give p1 tank to p12 and p1 is an enemy of p2 then po12 tanks will also be an enemy of p2. tongue.gif

I think they should attack the tanks, not 100% sure though. ermm.gif
Report, edit, etc...Posted by Sie_Sayoka on 2006-10-30 at 05:58:14
I already know how to do that, what i am looking for is what AI script to use to have the tanks attacked first. the zombies priority goes to the other(non tank) guys because they are shooting.
Report, edit, etc...Posted by Gigins on 2006-10-30 at 06:02:52
I don't think there is such an AI script. It's default unit's AI to attack those who attack the unit first.

Try using the order trigger with order "attack" and have a small location on tanks. I've been playing around with "attack" order and it seems that unit with attack order attacks other units only when he has reached the destination location. Units with "patrol" order kills everything in their way.

I'm not sure will it work exactly like you need but you could try it.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-10-30 at 06:12:49
Just use order triggers.

Attack: Unit gets to location its attacking the quickest way possible, attacking and following anything on its way there. Once it reaches it, it stays put.

Patrol: Unit gets to its location patroling to the quickest way possible, attacking and following anything briefly on its way there. Once it reaches it, it goes back to where it was last ordered to patrol there at.

Move: Unit moves there, not attacking unless it is stopped, in which case it just stops and attacks anything unallied.
Report, edit, etc...Posted by Sie_Sayoka on 2006-10-30 at 06:14:38
alright thx guys ill try it out
Report, edit, etc...Posted by Ahli on 2006-10-31 at 09:03:29
I think it's enough to set neutral/p12 to an enemy.
if that doesnt work, try it with preserve trigger (and hypertriggers).
I would say that works.
Report, edit, etc...Posted by Gigins on 2006-11-01 at 07:59:37
You think? Well you think wrong.

Test it out yourself, place a cycle of medics around 1 marine so nobody can come close to it. And place 1 zealot outside the cycle so the marine can attack it. You'll see, the zealot won't attack the medics, it will try to get to marine.
Report, edit, etc...Posted by Ahli on 2006-11-01 at 10:38:55
QUOTE
I would like something similar to RE Raccoon city where the zombies attack the neutral tanks first. (I have unallied the zombies to p12)


That was the problem and I solved it.

they attack the neutral tanks first, if u let the zombies patrol.
the neutral tanks have to be between the defending rines and the zombies.
the zombies patrol and attack the tank.
while a zombie attacks a tank, rines start to shot at them -> rines can kill the zombies, because the zombies still attack the tanks.

Because DEAD said:
QUOTE
You think? Well you think wrong.

I tested it.
Start the map and watch.

can't upload 0o
Report, edit, etc...Posted by PCFredZ on 2006-11-01 at 18:04:49
QUOTE(damned_soldier @ Oct 30 2006, 07:12 AM)
Attack: Unit gets to location its attacking the quickest way possible, attacking and following anything on its way there. Once it reaches it, it stays put.
[right][snapback]580840[/snapback][/right]

The Attack trigger order is different from the Attack command available to a player.

The attack order causes a unit to Move as its primary goal. The unit will retaliate when attacked or reaches its target location, but will not initiate an attack while it is still Moving.

So, that's why you use Patrol instead.
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