okay i set an ai script at "location" to junk yard dog, and every unit went completely bonkers!
i thought that junk yard dog made them just randomly run around, but most of the units spun in circles
i know on maps like dodge the rapist they use junk yard dog to make the units move around the area but they dont do what they did when itested it
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stop spamming it and see what happens.
Post has been edited 2 time(s), last time on Jan 10 2009, 9:36 pm by NudeRaider. Reason: lol
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
okay i set an ai script at "location" to junk yard dog, and every unit went completely bonkers!
Hyper triggers + preserved junkyard dog = bonkers
crap... then how do i do it?
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
crap... then how do i do it?
O.o remove any component on the left side of the equation. I'd go for preserve.
Take out "preserve trigger"?
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yeah the perserve did it
so i guess hypertrigs and perserved junkyard dog dont mix
1 more problem now tho, all computer units on the map are doing it
not just the the specified player 8
any way around this?
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
How did you "specify" P8? Syntax of AIs is <type> [location] and it's always executed for the trigger owner.
Run the trigger for P8 only.
i am. i only checked player 8 as the trigger owner
my trigger is also very specific
i have some player 7 computers else where, not in the location where i set the junkyard dog
however player 7 is also moving along w/ player 8
so only player 8 has units at the location
also, i have another ai script problem
the beginning of my map i have some unit get automatically loaded into a transport at a location. now u can buy more units to load, but i want them to be loaded by themselves after that. now the trigger for the beginning is not preseved. its "create units" "move transport to location" "enter transport" and those are all the actions
so i guess does the enter transport script keep running?
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Another way to do this while still suing preserve trigger is to add something to the conditions that you can control. For example, you could make it so that if a player brings a unit to some discreet location off the playable area, it will run the AI script. Then, once it does, you remove the unit, and create it there again when you need to run the AI again.
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Another way to do this while still suing preserve trigger is to add something to the conditions that you can control. For example, you could make it so that if a player brings a unit to some discreet location off the playable area, it will run the AI script. Then, once it does, you remove the unit, and create it there again when you need to run the AI again.
the problem isnt that, its that the units go insane and spin around as if they were chasing their tails
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But you can have the remove unit action after you run the AI. Then they won't go "bonkers".
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but while im running the script, i dont want them to be doing that
i want them to just run around randomly
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
The transport AI, once executed affects only the units inside the specified location. They try to enter the nearest transport.
It's like an order. If they are inside you will have to reorder them if you want them to reenter at some later time.
If they couldn't enter for some reason they will go as close to the transport as they can and then are put on stop order.
For the junkyard there's no such thing like cross player behavior. It only runs for the player you checked.
Maybe what you describe has something to do with messing with disabled unit sprites? Try with units instead.
yeah i got it figured out now
i had a perserve on my enter transport script
and i somehow made duplicate trigs for player 7 and 8
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So is that all your problems solved, or are you still having trouble with something? If you wanted to keep sending the AI, you could just use a Death Count Timer to have a pause in between executions of the AI.
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So is that all your problems solved, or are you still having trouble with something? If you wanted to keep sending the AI, you could just use a Death Count Timer to have a pause in between executions of the AI.
yeah thats what i was planning on doing
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