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> Seperate units for sides, AI problems...
Creagor
post Nov 4 2006, 01:15 PM
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Favorite game: Tiberian Sun



Okay, so I have have made seperate engineers, MWF's etc for my mod. The problem's are not with adding the infantry to the game, but with coding the AI to use the different SHP's.

IE: I want Nod to build [NENGINEER], and GDI to build [GENGINEER], and they must work exactly like the standard [ENGINEER] did - as an engineer. The same applies for the Mobile war factory ( I dont know if the AI built it origionally, if not is it possible to get it working how it should. If yes, how?).


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Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110
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The DvD
post Nov 8 2006, 10:52 PM
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The idea is easy, but it's subtle work in which you will easily make a lot of errors.

Anyway, just clone the standard engineer taskforce (or the sub apc thing).
Look up what teamtypes use this group and clone them. Finally look up the attached TriggersTypes and edit them so that the Nod ones use the nod teamtypes (with attached nod engineer taskforce) and the gdi ones use the gdi teamtypes.


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