Search found 14 matches
- Wed Aug 16, 2017 8:37 am
- Forum: Wargus
- Topic: 2 AIs do not work together
- Replies: 0
- Views: 5582
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...
- Wed Jul 26, 2017 8:37 am
- Forum: Wargus
- Topic: AI Script stops
- Replies: 2
- Views: 6975
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)
AiSet("unit-space-pig-farm", 0)
Then give it time to execute, and then do AiSet("unit-space-pig-farm", 2)
- Wed Jul 26, 2017 1:21 am
- Forum: Wargus
- Topic: AI Script stops
- Replies: 2
- Views: 6975
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
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
- Mon May 15, 2017 7:07 am
- Forum: Wargus
- Topic: AI Script stops
- Replies: 2
- Views: 6975
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...
- Mon Apr 24, 2017 7:23 am
- Forum: Wargus
- Topic: Check for allowed units inside AI Script?
- Replies: 2
- Views: 6785
Re: Check for allowed units inside AI Script?
Thank you. I'll try to use this.
- Sun Apr 23, 2017 6:22 am
- Forum: Wargus
- Topic: Check for allowed units inside AI Script?
- Replies: 2
- Views: 6785
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...
- Sun Apr 23, 2017 6:14 am
- Forum: Wargus
- Topic: Allow only one unit of is type
- Replies: 5
- Views: 8316
Re: Allow only one unit of is type
Thank you! For now I used dynamic unit disallowing - too many unique units.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.
- Wed Apr 19, 2017 10:45 am
- Forum: All-Team Organizer
- Topic: ModDB
- Replies: 3
- Views: 20624
Re: ModDB
My responsible
- Sat Dec 31, 2016 2:32 am
- Forum: Wargus
- Topic: Several Questions to Wargus
- Replies: 12
- Views: 17174
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)
DefineUnitAllow("unit-dwarves", 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
- Thu Dec 22, 2016 2:04 pm
- Forum: Wargus
- Topic: Several Questions to Wargus
- Replies: 12
- Views: 17174
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-...