|
|
  |
Making units attack civilians automatically, Is it possible? |
|
|
|
Dec 20 2007, 04:33 PM
|

Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

|
Okay, I'm having a problem with 1 of my WIP MP maps. I'd like it to have a thing that if the players kill too many civilians, the civilians start attacking the players. Now, I know how to make that idea. Homever, this is a bit problematic with the AI players since the civilians shoot the AI players and the AI players don't shoot them back. So, my question is the following: Is it possible to make units and defensive structures automatically shoot civilians when they can (in multilplayer maps)? And if it is, how? Btw, if you've played the RA1 map "The Hills Have Eyes", you know what I'm aiming at.
This post has been edited by ^Rampastein: Dec 20 2007, 04:34 PM
--------------------
|
|
: |

|
|
|
Dec 20 2007, 06:29 PM
|

Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

|
QUOTE (Team Black @ Dec 20 2007, 06:43 PM)  I would try the "make enemy" trigger, for GDI and Nod houses.. I don't think though that you'd be able to make the civies enemy of everyone. I know putting 'neutral' though sometimes affects all the houses, I wonder what would happen if you made Neutral make enemy with Neutral  Hmm.. I'll try some haxing like that after I come from school tomorrow. Btw, the computers and the civs are enemies against each other I think, but in TS the players' (and the AI players') units just don't shoot stuff owned by the "Neutral" house for some reason when they could. If that doesn't work, I quess I'll try to play with the houses' and sides' keys and see what happens -.-'
--------------------
|
|
: |

|
|
|
Dec 20 2007, 06:30 PM
|

Tick Tank

Group: Members
Posts: 672
Joined: 21-October 06
From: Finland
Member No.: 32
Alliance: Nod
Favorite game: Tiberian Sun

|
QUOTE (Team Black @ Dec 20 2007, 06:43 PM)  I would try the "make enemy" trigger, for GDI and Nod houses.. I don't think though that you'd be able to make the civies enemy of everyone. I know putting 'neutral' though sometimes affects all the houses, I wonder what would happen if you made Neutral make enemy with Neutral  Simple, make an additional civilian house for those purposes.
|
|
: |

|
|
|
Dec 20 2007, 08:37 PM
|

Cyborg Reaper

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun

|
thats because adding new houses in MP maps is a no no.
My best thought on this would be to do what TB was saying but the only problem with that is that Neutral works in a manner that all players/AIs ally to it but it doesn't ally to them thus neutral will attack though nothing will attack it like you have been experiencing which becomes a problem in TS on a map that is more than 2 players then because if you kill 1 AI all the AIs join together to fight you thus neutral will only attack you unless of course you select Paranoid=no in the rules.ini
However, here comes a greater possible problem....if I am right the trigger to make players attack neutral would mean you would have to set it up and have it say player 0 (being player 1) makes enemy to neutral. Though if that action is anything like the action change house then it will only allow you to select the houses of GDI, NOD, Neutral, and Special. However, I am not 100% sure on that I am just assuming since its the same idea pretty much to the change house action.
I'd suggest trying and if one possibility doesn't work look and find another to try until there are no more possibilities.
ya know......i think we should do an indepth campaign of finding out mapping triggers and stuff....(sure most of them are known however there are many that may confuzzle us still or we may find more interesting use and what not of others....)
This post has been edited by Team Black: Dec 20 2007, 09:34 PM
--------------------
My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
|
|
: |

|
|
|
Dec 20 2007, 09:25 PM
|

Cyborg Commando

Group: Members
Posts: 1,695
Joined: 22-November 06
From: Birmingham, UK
Member No.: 314
Alliance: Nod
Favorite game: Tiberian Sun

|
QUOTE However, I am not 100% sure on that I am just assuming since its the same idea pretty much to the change house action. In skirmish maps, the AI Will not automatically attack civilians, even with the 'Make enemy' trigger.
--------------------
Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
|
|
: |

|
|
|
Dec 21 2007, 11:36 AM
|

Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

|
Yay, I'm already a disc thrower! That SpecialThreatValue didn't work; but your first idea did. I gave the civilians a weapon, gave the weapon's warhead "Spread=10000" and when a civilian shot an AI player's unit or building, the AI counterattacked the civilians. Thanks!
--------------------
|
|
: |

|
|
|
  |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
|
|