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[2016-7-14. : 9:14 pm] CecilSunkure -- It probably scans the plugins folder specifically for .sdp files[2016-7-14. : 9:14 pm] Moose -- It seems SCMD2 won't read it without the .sdp extension. I tried renaming it to a .meme and .dll and it doesn't show up.[2016-7-14. : 9:11 pm] CecilSunkure -- trgk embedded Lua into the sample plugin, and did whatever conversion he defined[2016-7-14. : 9:11 pm] CecilSunkure -- So to make a plugin one would: open the .sln file, hit compile, grab the generated .sdp file, place that into the SCMD2 folder, and then you're done[2016-7-14. : 9:11 pm] Moose -- TrigEditPlus.sdp: PE32 executable (DLL) (GUI) Intel 80386, for MS Windows[2016-7-14. : 9:03 pm] Moose -- Then a few posts down you're like "don't have time gonna write a huge thing from scratch" LMAO[2016-7-14. : 8:58 pm] Moose -- No, you just put it in the plugins folder for your SCMD2 install and it's in the Triggers dropdown, or you can press ^T[2016-7-14. : 8:55 pm] CecilSunkure -- I mean write Lua scripts that help generate more things. More abstraction[2016-7-14. : 8:53 pm] CecilSunkure -- oh he actually kept posting after I left and never checked the topic again[2016-7-14. : 8:45 pm] CecilSunkure -- Each time you add another bunker you must make another trigger to run the AI script at that location.[2016-7-14. : 8:45 pm] CecilSunkure -- If we don't use this trick, then you have to create a location on each bunker manually. Then create a trigger to run the script at each location manually.[2016-7-14. : 8:44 pm] CecilSunkure -- That trigger will scan for all player 9 bunkers, give them to the AI (player 3 in this example), and run the script[2016-7-14. : 8:44 pm] CecilSunkure -- If all bunkers are owned by player 9, if we use the action Center Location to a bunker owned by player 9, and we also pre-placed four marines player 5 (who is an AI), then we end up with a location on the player 9 bunker. Use the action Give Unit To Player, give bunker from player 9 to player 3. Then run AI script. Make sure this trigger is owned by player 3.[2016-7-14. : 8:42 pm] CecilSunkure -- Nah using player 9 is just a trick to make the trigger easy to create[2016-7-14. : 8:40 pm] cncbmb -- Something I noticed in the original map I am editing, ww2 allied final, that in the triggers there is a force 4 (which doesn't seem to appear in the game). And that force 4's triggers seem to do all the bunker filling despite force 4 seemingly not having any men[2016-7-14. : 8:39 pm] Moose -- I have the owners of the bunkers run the AI. They're actually human players in that map, too.[2016-7-14. : 8:38 pm] cncbmb -- So basically player 9 has something special about him that is different about him that allows him to run the AI script whereas the others can't?[2016-7-14. : 8:37 pm] Moose -- Yeah, each player in my map has a set number of bunkers, so that's exactly what I do. First trigger cycle, give all to P12, repeat center sufficiently large location on P12 bunker, give to player, run AI[2016-7-14. : 8:36 pm] CecilSunkure -- Or wait, generally I don't use player 12 since that's neutral and the neutral player has some special rules I never remember. Player 9 instead.[2016-7-14. : 8:35 pm] CecilSunkure -- A common trick is to make all the bunkers start as player 12 (or some other random player), then use a single location to move to any of these bunkers. In the actions give the bunker to the AI player, run the script, and repeat until all player 12 bunkers are converted to the desired AI player's control[2016-7-14. : 8:34 pm] CecilSunkure -- Anyways, use run AI script at location, make sure you have one location for one bunker, make sure the 4 bunker units are within the location, make sure the bunker is on pathable (walkable/buildable) ground[2016-7-14. : 8:32 pm] cncbmb -- The action you have performed caused an Error Error(s) returned: Invalid topicid.[2016-7-14. : 8:31 pm] CecilSunkure -- Bunker script stuff: http://www.staredit.net/topic/5025/, http://www.staredit.net/topic/6074/ |
Moose