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    How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

    Scheduled Pinned Locked Moved Mapping
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    • V
      VirusX
      last edited by VirusX

      What function and/or line of code do I need to add in 'scripts' for already placed platoon group in FAF Map Editor (i.e.Extra Armies, Army_17) to patrol marker chains? Marker chains are placed in editor prior as well.

      The thing here is I'm more than sure it doesn't need AI Brains like in campaign creation, but something appears to be missing still...

      Anachronism_A 1 Reply Last reply Reply Quote 0
      • SaverS
        Saver
        last edited by

        Hi, sorry I can't help, but I find your question very interesting.

        auch mal fünf gerade sein lassen

        1 Reply Last reply Reply Quote 0
        • UvesoU
          Uveso
          last edited by

          @VirusX

          you could look into the performance test map where many units are moved without aiBrain,
          see perftest_script.lua

          MrShadyM 1 Reply Last reply Reply Quote 0
          • Anachronism_A
            Anachronism_ @VirusX
            last edited by Anachronism_

            @virusx

            Here are some things you can use. You'll probably want to use IssuePatrol to multiple different locations btw. Note that you'll need to actually specify values or properly defined variables (ie: make a table of units rather than just writing TableOfUnits without setting that equal to something beforehand).

            IssuePatrol(TableOfUnits, {X, Y, Z})

            IssueMove(TableOfUnits, {X, Y, Z})

            Platoon = ArmyBrain:MakePlatoon('','')

            ArmyBrain:AssignUnitsToPlatoon(Platoon, TableOfUnits, 'Attack', 'None')

            Platoon:AggressiveMoveToLocation({X, Y, Z})

            You can look at my Tower Defense Survival map on the vault to see actual examples of some of these in use.

            pfp credit to gieb

            MrShadyM 1 Reply Last reply Reply Quote 1
            • DDDXD
              DDDX
              last edited by DDDX

              there's one other option.
              Place units on the map under a special group, then use:

              local HeavyAir = ScenarioUtils.CreateArmyGroupAsPlatoon('ARMY_SURVIVAL_ENEMY', 'GROUP_01', 'AttackFormation') HeavyAir:AggressiveMoveToLocation(ScenarioUtils.MarkerToPosition("SURVIVAL_CENTER_1"))

              This puts them in a platoon by default. You can time when they spawn via script, you decide where they spawn via placement on the map, and you can even add a wait+repeat so that they do this again and again (or only a certain number of times, or only while a certain building exists...)

              MrShadyM 2 Replies Last reply Reply Quote 0
              • MrShadyM
                MrShady @DDDX
                last edited by

                @dddx hey man this is virus from another acc. thx for advice,
                great survival maps btw!

                It was 10/10 soon as I saw text above the map written with terrain brush 😁

                gonna have to study your scripts 🙂

                do you have discord?

                1 Reply Last reply Reply Quote 0
                • MrShadyM
                  MrShady @Anachronism_
                  last edited by

                  @penguin_ thx)

                  1 Reply Last reply Reply Quote 0
                  • MrShadyM
                    MrShady @DDDX
                    last edited by MrShady

                    @dddx not sure what's wrong, maybe something to do with map type, cuz it's skirmish.

                    when starting the game units dont spawn, however music plays.
                    all unit names are named correctly

                    blank marker in the center "SURVIVAL_CENTER_1"
                    "ARMY_17" and "GROUP_101"

                    local Air1 = ScenarioUtils.CreateArmyGroupAsPlatoon('ARMY_17','GROUP_101','AttackFormation')
                    Air1:AggressiveMoveToLocation(ScenarioUtils.MarkerToPosition("SURVIVAL_CENTER_1"))

                    edit yeah I dont think it's something to do with map type
                    probably units spawn info missing
                    +music and in-game time works, I can move cursor, no units are spawning though

                    Do I maybe need to implement [if] [end] stuff?

                    1 Reply Last reply Reply Quote 0
                    • UvesoU
                      Uveso
                      last edited by

                      @MrShady and @VirusX

                      2 accounts? - interesting.

                      Mostly if you script something and you got a gamestart that is "empty" then you should check the game.log for errors.

                      If you see a lot of errors, only worry about the first one. If you fix the first one, all subsequent errors may go away.

                      You can also post the "full" game.log here (use pastebin.com) and we can take a look at it.

                      MrShadyM 2 Replies Last reply Reply Quote 0
                      • MrShadyM
                        MrShady @Uveso
                        last edited by

                        This post is deleted!
                        1 Reply Last reply Reply Quote 0
                        • MrShadyM
                          MrShady @Uveso
                          last edited by MrShady

                          @uveso
                          @Penguin_
                          @DDDX

                          Okay so com is spawning now, but I noticed that as soon as I rename selected group of units in the Map Editor anything other than 'INITIAL' (even without touching scripts) - they simply never spawn.

                          When I rename that group back to 'INITIAL' they can spawn.

                          I decided to address them as 'INITIAL' to patrol, but then they don't spawn again

                          I believe this group or even army 'ARMY_17' should be pre-defined earlier.
                          No idea how to do this though.

                          Sorry guys I'm not experienced with code at all.programming genius.JPG

                          Deleted function OnStart because it bugged me and now game starts and my units appear but they never move to the center...

                          1 Reply Last reply Reply Quote 0
                          • MrShadyM
                            MrShady @Uveso
                            last edited by

                            @uveso could you tell me where perftest_script.lua located?

                            1 Reply Last reply Reply Quote 0
                            • UvesoU
                              Uveso
                              last edited by

                              @MrShady

                              i only know the location on the repository (Git-Hub):

                              https://github.com/FAForever/fa/tree/deploy/fafdevelop/testmaps/PerfTestOriginal

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