LUA AI Count

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Tygr
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LUA AI Count

Post 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.
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vampire_lord
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Re: LUA AI Count

Post 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.
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(RAPTOR)BENSTWO{SGT}
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Re: LUA AI Count

Post by (RAPTOR)BENSTWO{SGT} »

Not sure if this is what you mean, but this might help

http://www.gametoast.com/forums/viewtop ... wn#p263171
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Teancum
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Re: LUA AI Count

Post by Teancum »

ForceHumansOntoTeam1() -- that's the function you're wanting to use
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Maveritchell
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Re: LUA AI Count

Post 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.).
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Re: LUA AI Count

Post 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!
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