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FinalAlert script trouble
#11
I don't think that powerplant thing is doable, unless you want to make a cobweb of triggering and clone the PP itself, so that when the AI builds the cloned PP (hopefully a unique building), a map trigger fires (Event 60, Exists On Map) and activates a different player-owned powerplant clone (either outside the visible map area or as an invisible 0x0 building), and then deactivates it back after said PP is lost. I don't know how the game will like the player owning an outside-the-visible-area object though... yeah, as I said, fugly.

Quote:Should probably be posting separate threads for all these questions but didn't want to clutter up the board.
Renaming the thread to something more applicable like "Various AI/Map Scripting Questions" or something would make sense, since these are technically not FA2 questions, but scripting ones.

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Messages In This Thread
FinalAlert script trouble - by Marshall - 17.07.2008, 23:14:35
RE: FinalAlert script trouble - by DCoder - 18.07.2008, 08:57:20
RE: FinalAlert script trouble - by MRMIdAS - 18.07.2008, 16:50:41
RE: FinalAlert script trouble - by Marshall - 19.07.2008, 13:49:49
RE: FinalAlert script trouble - by MRMIdAS - 19.07.2008, 23:03:04
RE: FinalAlert script trouble - by Marshall - 19.07.2008, 23:15:36
RE: FinalAlert script trouble - by MRMIdAS - 21.07.2008, 01:12:20
RE: FinalAlert script trouble - by DCoder - 20.07.2008, 08:25:45
RE: FinalAlert script trouble - by Marshall - 21.07.2008, 11:49:43
RE: FinalAlert script trouble - by MRMIdAS - 21.07.2008, 19:37:30
RE: FinalAlert script trouble - by DCoder - 21.07.2008, 20:14:37
RE: FinalAlert script trouble - by MRMIdAS - 22.07.2008, 17:28:53
RE: FinalAlert script trouble - by Nighthawk - 22.07.2008, 13:28:50



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