Yea, good idea say if not p1scout or p1slugga is selected (since only the humans select units once ai have been disabled) in like the first 30 seconds then add 1shot CPU ai 1 or something along those lines and if the player is away by accident for the first 30 I'll be able to disable the ai using the same thing because when using commands the units arent selected are they?
The goal is to catch some information that is common to all computers in the game. Problem is that selection isn't common, it is a local information. This is why I'd recommend using the unit position for checking. There may be a few other options : - building construction list : an item has been added to a building or a unit construction list, - building/unit construction : a building/unit is under construction
so i need something that is global on all computers, something that a computer will always do adn a computer hardly ever will and something that will be done in 30 seconds or so.
Well, I'm not sure I understand what you mean. The only way to make a difference between human and IAs players is to find something human do and IAs don't. Furthermore, this needs to be something that can be checked using SCAR on all computers at the same time. Disabling all IAs for a limited time and checking which players are not moving their units seems one of the easiest solution.
what so ill need something like
function player1checkai() if Prox_MarkerSGroup( marker1, scout1, PROX_CENTER ) <= 10 and Prox_MarkerSGroup( marker2, slugga1, PROX_CENTER ) <= 10 then Print("Player1 is computer initiating AI sequence") Rule_AddOneShot(CPU1AI, 1) end end
or something along those lines?
Yes. This should do it.
Note: I played the game this morning. It was real fun! Good map! :)
Alright, i got the AI working good, thanks. im gonna work on finnishing up the scar code up to 10'000 maybe 15'000 kills then publishing it thanks for the help ill put you in the credits when i publish it dark40k