I tested this script, together with normally inserted mass markers (thrue map editor / mapname_a), and the AI only recognized and build upon the marks from the map editor/lua file, and not the ones inserted with the script. Possibly because they aren't registrered in the mapname_a file, but are only created due to the mapname_a. , containing the coordinates.Įxample: - Retrieves coordinates for the marker 'ARMY_1', and prints them to whomever is listening.Īfter testing this script in both Skirmish and Multiplayer, using different levels of AI (standard SupCom), I have discovered that the AI doesn't recognize mass markers inserted using this script. Local function CreateResourceMatrix(mType, startX, y, startZ, spaceX, spaceZ, rows, columns) (ResourceType)mType, Which resource to use in matrix (int)columns, Number of columns in matrix (float)spaceZ, Spacing between markers along the z-axis, for perfect alignment use (float)spaceX, Spacing between markers along the x-axis, for perfect alignment use (float)startZ, Z coordinate for top-left corner of matrix (float)y, Y coordinate for the matrix (all markers are placed in the same z-level) (float)startX, X coordinate for top-left corner of matrix Local function CreateResource(mType,x,y,z)ĬreateResourceDeposit(mType.typeName, x, y, z, mType.size) ĬreatePropHPR(mType.prop, x, y, z, Random(0,360), 0, 0) ĬreateSplat(VECTOR3(x, y, z), 0, mType.albedo, mType.sizeX, mType.sizeZ, mType.lod, 0, -1, 0) (ResourceType)mType, Which resource to use Create a single resource marker at given coordinates Prop = "/env/common/props/hydrocarbonDeposit01_prop.bp", ![]() Prop = "/env/common/props/massDeposit01_prop.bp",Īlbedo = "/env/common/splats/hydrocarbon_marker.dds", defines which resource types are available, and the settings for eachĪlbedo = "/env/common/splats/mass_marker.dds", Local ScenarioUtils = import('/lua/sim/a') In short, you need to apply a "patched" lua file to your vanilla Supreme Commander installation, then you can place and edit the expanded set of markers that FA (and the Sorian AI in particular) needs to work properly.See Expanded Markers for Mapping for details.Script - Resoure Matrix script (c) Micdah How to make Forged Alliance maps with the Official Editor Knowing the difference in strengths and abilities of your current tech is of strategic importance Tech 1 is the basic starting level in a game of Supreme Commander. It is common to see units referred to as 'Tech 3 Bomber' instead of by name, such as 'Sinntha'. See the supcom official map editor tutorial for details. Tech is how unit strength is defined, it is the 'levels' of Supreme Commander. If you want to make better maps, remember that you can always mirror heightmapmaps by using photoshop.
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