Search found 51 matches

by Bogdan
15 Jul 2018, 22:16
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

<r>Yep)<DOUBLE><s>[double]</s> 7 minutes 43 seconds<e>[/double]</e></DOUBLE>So it’s like<br/> <CODE><s>[code]</s><i> </i>ACTION KingDeadAction2 SCRIPT WORLD if (PlayerInGame(2)){ if(!IsPlayerHumanControlled(2)){ SetAIDiplomacyEnabled(2,true); ForceSurrenderOffer(2, 1); SetAIDiplomacyEnabled(2,false)...
by Bogdan
15 Jul 2018, 22:06
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

Even if I code victory conditions, how the “script say so” setting will prevent “not AI” errors?

Added after 4 minutes 2 seconds:
Hm, didn’t know about PlayerInGame. How can it help and where to isert it?
by Bogdan
15 Jul 2018, 21:49
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

If set “script say so’, than scenario can’t be finished (AI players stay at the Diplomacy panel)
by Bogdan
15 Jul 2018, 20:58
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

<r>I'll check it again now<DOUBLE><s>[double]</s> 27 minutes 59 seconds<e>[/double]</e></DOUBLE>May be no units left. Anyway, it's not a problem; the real problem is quitting "not AI player" error.<br/> As far as I will hardly continue testing in the near future (unfortunately), I'll just leave scen...
by Bogdan
15 Jul 2018, 20:17
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

Yeah, but in that case I will need to fixate them with something different than barbed wire. And also I will need a new map, cause everything here is really compact.
Still, any ideas what can cause the issue with AI players recognition?
by Bogdan
15 Jul 2018, 19:02
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory



Added after 1 hour 39 minutes 27 seconds:
Haha

Added after 21 minutes 11 seconds:
Also, one of the players is now surrendering before its King is actually eliminated.
by Bogdan
15 Jul 2018, 16:53
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

Like this? RULE ruleObj_Korean_Peninsula2 ONESHOT if (!DoesUnitExist( "tx_King_Korean_1" ) ) then KingDeadAction2 END_RULE ACTION KingDeadAction2 SCRIPT WORLD SetAIDiplomacyEnabled(2,true); if(!IsPlayerHumanControlled(2)){ ForceSurrenderOffer(2, 1); SetAIDiplomacyEnabled(2,false); } else { CreateNam...
by Bogdan
15 Jul 2018, 16:44
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

Nope, I thought
SetAIDiplomacyEnabled(true);
would change Diplomacy conditions
by Bogdan
15 Jul 2018, 16:18
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 1095

Re: Making a scenario using "Regicide" type of victory

Hm, problem is still here. It's also strange that it appears not every time. Here's my script: RULE ruleObj_Korean_Peninsula2 ONESHOT if (!DoesUnitExist( "tx_King_Korean_1" ) ) then KingDeadAction2 END_RULE ACTION KingDeadAction2 SCRIPT WORLD if(!IsPlayerHumanControlled(2)){ ForceSurrenderOffer(2, 1...