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Post by PzK on Sept 22, 2006 20:51:33 GMT
Making another scenario folks, following on after the second rennaissance. "After the counter attack had failed they began a path of destruction. There was news that armistice was being made between us and the machines, but there real plan was to blow the united nations and new york city off the planet. After this shocking news we soon found out they were using humans as there energy source to power the machines. We have retreated to far east of russia, in Yakutsk. We have gathered as many men and machinary we could find to launch the final resistance. May god be with us brother" You must lead the final resistance for the humans. 1st Objective: Fight back the machine attack on Yakutsk from the west. 2nd Objective: Destroy the machine base at north east and take back some valuable territory.
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Post by Ψїş†ÆCROW100 on Sept 22, 2006 21:48:07 GMT
Great! If this is as good as the first one I will be happy!
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Post by Freedom-Fighter on Sept 22, 2006 23:24:22 GMT
This is a great idea! Feel free to ask me for any scripting help if you need to.
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Post by PzK on Sept 28, 2006 17:57:33 GMT
thx, about 50% done now. just need to do the script and some adjustments.
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Post by PzK on Oct 3, 2006 21:40:32 GMT
what is the structure name for HERC facility and missle silo? (trying to disable the tech)
also has anyone figured out how to use bik movies yet?
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Post by Freedom-Fighter on Oct 3, 2006 22:56:25 GMT
The unit type name for HERC factory and missile silo are:
HercFacility Missile_Silo
About the bik movies though, I haven't found out a way to put them into the scenario. In fact when I was making my Christmas Strike scenario, I tried to put bik movies in it too, but I failed.
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Post by PzK on Oct 5, 2006 20:01:55 GMT
thx, arg I hate the ee2 AI. Stopped it from building citizens so it only builds hercs but it builds nothing lol.
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Post by Freedom-Fighter on Oct 5, 2006 23:11:51 GMT
You can actually tells it to keep building a particular type of unit(s), that's what they did in some scens of the campagins. However I haven't tried it and don't know the commands yet, will need to check in the HOLY scripting bible.
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Post by PzK on Oct 15, 2006 20:03:42 GMT
cant seem to find it in the script bible, also just wondering if you could help me out with a objective.
how would you script an objective so when a certain group gets killed that objective is complete.
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Post by Freedom-Fighter on Oct 15, 2006 22:21:40 GMT
First you need to make a group(hopefully you know how to do this) in the editor. Then use the following command for the condition of that rule(this command can be found in the conditions section of the Bible):
(NumUnitsInGroup("GroupName") == 0)
For example, let's say if the group "CrazyDudes" die, you will be able to win.
RULE ruleDudesDie ONESHOT if (NumUnitsInGroup("CrazyDudes") == 0) then actionDudesDie END_RULE
ACTION actionDudesDie SCRIPT WORLD WinScenario();
END_SCRIPT END_ACTION
By the way, if you want to do a similar thing but just want the condition to be one particular unit, you can use this command, which is easier as well.
(!DoesUnitExist("UnitScriptName"))
And of course you will first need to name the unit if you want to use this command. Just go to the object properties of that particular unit and make a Script Name for it.
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Post by Ψїş†ÆCROW100 on Oct 15, 2006 23:35:29 GMT
We have been having trouble with these damn bik movies. Maybe they will put it in the scripting Quran that's rumored to be realesed soon.
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Post by PzK on Oct 16, 2006 20:06:12 GMT
thx ff got it working. currently about 80% finished now. just need to sort out the AI problem. couldnt find that command that makes units built automatically, so i might have to just let the machines use citizens etc.
also im hoping to release the scenario in a campaign containing the second rennaisance, the final resistance and a ee2 movie showing the destruction of zero one + (maybe) another movie showing what happened after the counter attack had failed and basically the annihilation of the human race.
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Post by Ψїş†ÆCROW100 on Oct 16, 2006 21:35:12 GMT
Maybe you could make a new unit called "Slave" or "Cyborg" that is just a citizen with a different name OR make a new unit called "Robotic Citizen" with an entirley new model.
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Post by PzK on Oct 16, 2006 22:37:12 GMT
not sure if there is a way to edit models in ee2
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Post by Freedom-Fighter on Oct 17, 2006 19:51:39 GMT
This will surely require modding the root folders. I know how to change the size of units. But not sure if you can change the model of them(Lordlee even said it is impossible to change that).
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