Search found 14 matches

by Mizukami999
Wed Aug 16, 2017 8:37 am
Forum: Wargus
Topic: 2 AIs do not work together
Replies: 0
Views: 402

2 AIs do not work together

I'm desperate.. I'm making a custom mod, and I can't make 2 ais I created work on the same map (custom game). One works, the other one does pretty much nothing at all. What could be the reason? I supposed each player's AI code doesn't affect the other ones'... Then why.. Also, I occasionally get the...
by Mizukami999
Wed Jul 26, 2017 8:37 am
Forum: Wargus
Topic: AI Script stops
Replies: 2
Views: 1022

Re: AI Script stops

One remark: before doing that, do

AiSet("unit-space-pig-farm", 0)

Then give it time to execute, and then do AiSet("unit-space-pig-farm", 2)
by Mizukami999
Wed Jul 26, 2017 1:21 am
Forum: Wargus
Topic: AI Script stops
Replies: 2
Views: 1022

Re: AI Script stops

Dear Mizukami, try to increase the quantity of units ordered in AiSet.

For example, u order AiSet("unit-space-pig-farm", 1)

If AI fails, ur script checks if the farm is ready in time. If not, u do AiSet("unit-space-pig-farm", 2)

Ai attempts to build the second structure properly
by Mizukami999
Mon May 15, 2017 7:07 am
Forum: Wargus
Topic: AI Script stops
Replies: 2
Views: 1022

AI Script stops

Another question from me, sorry My problem is that while editing AI script I'm encountering some random AI failures ingame. AI just stops doing anything, even if it has everything necessary to continue building. It just doesn't start some item in the list. Maye it happens while choosing building loc...
by Mizukami999
Mon Apr 24, 2017 7:23 am
Forum: Wargus
Topic: Check for allowed units inside AI Script?
Replies: 2
Views: 804

Re: Check for allowed units inside AI Script?

Thank you. I'll try to use this.
by Mizukami999
Sun Apr 23, 2017 6:22 am
Forum: Wargus
Topic: Check for allowed units inside AI Script?
Replies: 2
Views: 804

Check for allowed units inside AI Script?

(I better make a separate topic out of this...) Friends! Does anybody know if it's possible to check whather a unit is allowed (like DefineAllow("unit-peon", "FFFFFFFFFFFFFFFF")) for a particular AI player before forming standard attack groups. The problem is, the standard attack procedure requires ...
by Mizukami999
Sun Apr 23, 2017 6:14 am
Forum: Wargus
Topic: Allow only one unit of is type
Replies: 5
Views: 919

Re: Allow only one unit of is type

The maximum quantity of resource types is defined in the engine (namely 6), but you can define what they are in the scripts. 6 resource slots is probably enough for you to achieve what you want.
Thank you! For now I used dynamic unit disallowing - too many unique units.
by Mizukami999
Wed Apr 19, 2017 10:45 am
Forum: All-Team Organizer
Topic: ModDB
Replies: 1
Views: 1461

Re: ModDB

My responsible
by Mizukami999
Sat Dec 31, 2016 2:32 am
Forum: Wargus
Topic: Several Questions to Wargus
Replies: 12
Views: 3992

Re: Several Questions to Wargus

I've just found what you're looking for. It's much more simple:

DefineUnitAllow("unit-dwarves", 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
by Mizukami999
Thu Dec 22, 2016 2:04 pm
Forum: Wargus
Topic: Several Questions to Wargus
Replies: 12
Views: 3992

Re: Several Questions to Wargus

This seems to fix the problem, but I wonder if it's a good method. It's supposed to allow the unit only after certain time has passed after its disallowance local Peon1_time AddTrigger( function() if (GameCycle == 0) then return false end return true end, function() if (GetNumUnitsAt(-1, "unit-peon"...