scripter64
Wolved
posted 07-11-18 08:57 PM
CT (US)
1 / 15
Hi! Which version of the game are you targeting and is this a multiplayer scenario?
Melchior31
Squire
posted 07-12-18 03:50 AM
CT (US)
2 / 15
I use Userpatch 1.5 on the original age of conquerors version , it's a scenario for single player. but i would like to use it for multiplayer too.
scripter64
Wolved
posted 07-12-18 06:12 AM
CT (US)
3 / 15
For multiplayer, the scenario trigger script goal things won't work, I think. It would be easier to do things from the AI itself. Which player number is the AI here and which player numbers are the enemies that it should be watching for? Where is the AI's "town center" and how large should the range be?
Melchior31
Squire
posted 07-12-18 12:25 PM
CT (US)
4 / 15
The scenario have no town center , i would like to have
like a condition like :
(not (town-under-attack))
=>
attack
How can I do it via triggers or Ai script ?
thanks
scripter64
Wolved
posted 07-12-18 03:30 PM
CT (US)
5 / 15
Yes, that's why I asked where the "town center" is, as in where is the center of the AI town? Is there a barracks at the center or an outpost or is it maybe just an (x,y) point on the map? Sorry for the confusion.
Please answer the following questions:
1. which player number is the AI here?
2. which player number(s) should the AI be watching for? just any enemy coming into town?
3. what is the AI town's center object or center point on the map? a unique object at the center like a pavilion or something would make things easier.
4. how large is the radius of the town (in tile distance) from its center?
With the answers here, it will be possible to have the AI find enemies in its "town" without a town center object.
scripter64
Wolved
posted 07-12-18 08:24 PM
CT (US)
7 / 15
One more question: Does the AI only have that one castle or does it own multiple castles? With one castle, it's a bit more simple for the AI to locate it from the script.
Melchior31
Squire
posted 07-13-18 02:39 AM
CT (US)
8 / 15
multiple castles.
But you can give me both situations because in the scenario AI can just have one castle at the endgame if the others are detroyed.
thanks.
scripter64
Wolved
posted 07-14-18 08:30 AM
CT (US)
11 / 15
1. Yes, it's possible to ignore walls and buildings. Would you want to ignore villagers and monks, as well?
2. Yes, it can pick a random castle as the center reference point, but you would need to decide if that selection would be locked as the reference for the rest of the game or if it would continue to randomly change and when.
3. Yes, it can change the center reference point to other objects dynamically. However, this would require detailed information about which objects to switch to and when.
The AI could even monitor the area around multiple objects at the same time, so switching wouldn't be necessary.
scripter64
Wolved
posted 07-14-18 06:17 PM
CT (US)
13 / 15
1. That's no problem.
2. Need to see the scenario layout to figure out where the enemy units are coming from.
3. Just need the object types if they're unique or the unique object ids from trigger studio or some list.