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PostSubject: Scripting   Tue Aug 03, 2010 2:31 pm

I'm trying a new type of script and had a question about AI units.

Is it possible to have the AI units be stationary until a player comes on their radar or LOS? I don't want them to move until i get there ^^
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Wqaopl

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PostSubject: Re: Scripting   Tue Aug 03, 2010 2:44 pm

i find if i set troops to defence stance thay will jenraly do that however i have no idea what u are asking.

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PostSubject: Re: Scripting   Tue Aug 03, 2010 2:55 pm

Ok, here's what I'm trying to do.

I'm trying to make a script where you start out with a blade demon on the Maze, kill a few units and you get rewarded with more depending on what you kill.

I want there to be a dark priest with a lodestone somewhere on the map that is yours but you have to find it's location to aquire it. Like in first TA:K mission where you take the messenger to the middle and all the towers pop up out of nowhere.

Eventually, player 1 and player two would fight their way across the map against the entrenched AI and then they would come to fight eachother.
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PostSubject: Re: Scripting   Tue Aug 03, 2010 3:29 pm

u can use create unit at location to make units semingly pop out of no where but the ai will be harder cos the scriped has no control over it. the only two things i can think of are the crate unit ciomand agen and the move unit type comand (it can be used to hold a unit at a location).

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PostSubject: Re: Scripting   Tue Aug 03, 2010 3:34 pm

So now that I'm spawning my own units after I kill certain ones, they won't STOP spawning!
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PostSubject: Re: Scripting   Tue Aug 03, 2010 3:37 pm

when u ativet a comand u also need to deatavate it. the simplest way it to use the disable rual action.

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PostSubject: Re: Scripting   Mon Dec 23, 2013 8:27 pm

Topic moved to Support Forum, Questions & Help Requests Section.

Solved, so Locked.

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