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ai script import (custom units) how?

10-10-2003, 09:03 AM#1
Harvester
ok so I made some custom units, and used the gruntmaster .ai file as base and just exchanged all the orc id tags with my own:
Obla -> O00A:Obla
I imported the .ai file with the import manager
I start it durimg map initialization with AI trigger as melee and campaign AI for player 1 (that's the defauolt com player right?)

All the units do is stand aronud and look like fish on land...when I attack them once they start mining but nothing more...how would I get this .ai file to work without having to trigger it all 'by hand' ?
10-10-2003, 11:29 AM#2
AIAndy
The id tags are always 4-letter-codes, so instead of O00A:Obla you have to use only O00A.
10-10-2003, 01:37 PM#3
Harvester
alright changed to 4 letter tags..stil no worky...does it need to be initialized in a different way than I posted above or?
oh btw andy...does the amai take up all your time or might there be some left for the rst of us? ;)
10-10-2003, 04:40 PM#4
AIAndy
Have you checked your changed script with the script checker ? That is the easiest way to find problems in it.

As for initialization, what player have you set as computer player ? Just start the script for that one.

Until the next version of AMAI is released I will definitely not do any other projects. But I hope that is done soon.