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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. : 9:12 pm]
CecilSunkure -- That's ok LIT can be put into a plugin too
[2016-7-14. : 9:12 pm]
CecilSunkure -- :cry:
[2016-7-14. : 9:12 pm]
CecilSunkure -- I spent weeks making LIT
[2016-7-14. : 9:12 pm]
CecilSunkure -- It probably took him a couple days LMAO that's so simple
[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. : 9:10 pm]
CecilSunkure -- It's just a standard windows DLL
[2016-7-14. : 9:10 pm]
Moose -- Yeah, I don't really know much about the format
[2016-7-14. : 9:10 pm]
CecilSunkure -- I'm guessing it stands for ScmDraft Plugin
[2016-7-14. : 9:10 pm]
CecilSunkure -- lol who does that.
[2016-7-14. : 9:10 pm]
CecilSunkure -- Yep I looked at the memory, it's just a DLL renamed to .dsp
[2016-7-14. : 9:08 pm]
CecilSunkure -- it looks like a dll renamed to sdp
[2016-7-14. : 9:07 pm]
CecilSunkure -- do you know what the sdp file is? Is that the plugin?
[2016-7-14. : 9:07 pm]
Moose -- Ya, who uses VB anymore LMAO
[2016-7-14. : 9:05 pm]
CecilSunkure -- omg I'm so dumb
[2016-7-14. : 9:05 pm]
CecilSunkure -- ROFL it's C++
[2016-7-14. : 9:04 pm]
CecilSunkure -- What terrible priorities I have.
[2016-7-14. : 9:04 pm]
CecilSunkure -- oh 2014. Okay I was busy trying to graduate. smh
[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. : 9:03 pm]
Moose -- Literally the first post of the thread you linked
[2016-7-14. : 9:03 pm]
CecilSunkure -- maybe I can mess with it for fun too
[2016-7-14. : 9:02 pm]
CecilSunkure -- really? wat
[2016-7-14. : 9:02 pm]
Moose -- Apparently there was a sample plugin this entire time ROFL
[2016-7-14. : 9:02 pm]
CecilSunkure -- Must be familiar with VB stuff or something else arcane
[2016-7-14. : 9:02 pm]
CecilSunkure -- ya idk how he did it lol
[2016-7-14. : 8:59 pm]
CecilSunkure -- and he said it was easier than making LIT
[2016-7-14. : 8:58 pm]
Moose -- Someone actually figured out SCMD2 plugins LMAO
[2016-7-14. : 8:58 pm]
CecilSunkure -- thats pretty cool
[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. : 8:57 pm]
CecilSunkure -- Moose you got my hopes up again
[2016-7-14. : 8:57 pm]
CecilSunkure -- :(
[2016-7-14. : 8:57 pm]
CecilSunkure -- (nope)
[2016-7-14. : 8:57 pm]
CecilSunkure -- Integrated, as in, inside a new release of SCMD2 installer?
[2016-7-14. : 8:56 pm]
Moose -- No, I just selected a prettier syntax highlighting for the paste XD
[2016-7-14. : 8:55 pm]
CecilSunkure -- I mean write Lua scripts that help generate more things. More abstraction
[2016-7-14. : 8:55 pm]
Moose -- I don't need to. It's an integrated SCMD2 plugin.
[2016-7-14. : 8:54 pm]
CecilSunkure -- Darn. I was hoping you made something like LIT but better
[2016-7-14. : 8:53 pm]
CecilSunkure -- oh he actually kept posting after I left and never checked the topic again
[2016-7-14. : 8:52 pm]
Moose -- TrigEdit++
[2016-7-14. : 8:50 pm]
CecilSunkure -- WHAT IS IT
[2016-7-14. : 8:50 pm]
CecilSunkure -- but the syntax looks nicer
[2016-7-14. : 8:50 pm]
CecilSunkure -- It's not LIT
[2016-7-14. : 8:47 pm]
CecilSunkure -- Moose what the heck is that Lua thing
[2016-7-14. : 8:46 pm]
CecilSunkure -- #shoutbox
[2016-7-14. : 8:46 pm]
CecilSunkure -- oops I said player 5. I meant 3.
[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 -- Also use the Preserve Trigger action
[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]
Moose -- http://pastebin.com/2xkBNqU8
[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. : 8:33 pm]
CecilSunkure -- for some reason the link included the comma
[2016-7-14. : 8:33 pm]
CecilSunkure -- oh lol
[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]
cncbmb -- Thanks I will read those links and search
[2016-7-14. : 8:30 pm]
CecilSunkure -- The execute script is probably failing, not the timer

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