"units = " Problem - - - SOLVED - - -

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Broadus
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"units = " Problem - - - SOLVED - - -

Post by Broadus »

I wanted to make maps use the "units = " feature, but UberMode wouldn't cut it. For one, I'm modding the PSP, so UberMode doesn't work. But even on the PC, UberMode changes the gametype entirely, while I want to maintain Capture-the-Flag, Hunt and Assault gametypes.
The only trick I could figure out to make maps use "units = " was by adding "ScriptCB_SetGameRules("campaign")" to a level. That works just fine, not altering the gametype while making "units = " determine the amount of AI on a team, but it causes two problems.

1) The player can't choose his team. Like on the normal Campaign, it automatically puts him onto the "attacking" team. Not good.
2) The player can't change the options for things like the victory requirements, time limits, the requirements to be given a hero, etc. The level will instead use the default settings, no matter what options the player sets.

So, I have some questions.
- First off, is there a different way to make a level utilize "units = "? If there is, that would eliminate the need for my next two questions.
- Can I somehow make it so that the player can choose his team on levels that use "ScriptCB_SetGameRules("campaign")"? It kind of stinks always having to play on the same team.
- Can I make it so that maps using "ScriptCB_SetGameRules("campaign")" will utilize the player's custom options, rather than always using the default settings? OR, is there a way to specify the various things like score requirements and time limits within the levels themselves?
Last edited by Broadus on Sat Jan 13, 2007 10:32 pm, edited 1 time in total.
Penguin
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RE: Trick to make maps use "units = " effective bu

Post by Penguin »

Only thing that I can think of is for the PC/Custom maps which is creating local sides and makign them share CPs
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Broadus
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RE: Trick to make maps use "units = " effective bu

Post by Broadus »

Wait! I thank you for your suggestion, even though it is a bit vague. However, I figured it out! I just had to modify the Objective .LUAs. They all had a string called "SetNumBots" which was told to get the number of bots from the options. I simply defined the numbers myself. I made an ObjectiveConquest, ObjectiveConquest24 and ObjectiveConquest32 which all give out 16 AI per team, 24 AI per team and 32 AI per team respectively. The other gametypes give out 16 AI per team, though I also made an ObjectiveTDM32 for some Hunt levels.

Hooray! Problem solved!
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