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LUA AI Count

Posted: Thu Jan 15, 2009 4:15 am
by Tygr
How would I make it where there are no AI units on one side? I am starting a map with a gameplay system similar to Mav's Aquilaris Rebel Ops level, so I need to have a human-only side.

Re: LUA AI Count

Posted: Thu Jan 15, 2009 6:32 am
by vampire_lord
I think that has been already adressed, you just need to set up the team units to zero, and you can set a higher count later if needed via script.

Re: LUA AI Count

Posted: Thu Jan 15, 2009 2:31 pm
by (RAPTOR)BENSTWO{SGT}
Not sure if this is what you mean, but this might help

http://www.gametoast.com/forums/viewtop ... wn#p263171

Re: LUA AI Count

Posted: Thu Jan 15, 2009 6:07 pm
by Teancum
ForceHumansOntoTeam1() -- that's the function you're wanting to use

Re: LUA AI Count

Posted: Thu Jan 15, 2009 7:30 pm
by Maveritchell
Teancum wrote:ForceHumansOntoTeam1() -- that's the function you're wanting to use
This is redundant in a "campaign" map; the campaign game rules forces humans onto team 1 by default. To really do what you want, OP (or at least what you say you want), use "AllowAISpawn(ALL, false)" where "ALL" is the side variable (ALL, IMP, REP, etc.).

Re: LUA AI Count

Posted: Thu Jan 15, 2009 8:19 pm
by Tygr
Maveritchell wrote:
Teancum wrote:ForceHumansOntoTeam1() -- that's the function you're wanting to use
This is redundant in a "campaign" map; the campaign game rules forces humans onto team 1 by default. To really do what you want, OP (or at least what you say you want), use "AllowAISpawn(ALL, false)" where "ALL" is the side variable (ALL, IMP, REP, etc.).
Yep, that's what I need. Thanks!