BlckWyerve 0 Report post Posted April 27, 2007 This tutorial assumes you already know the basics of WorldBuilder Want a few Visceroids to hide in a Tiberium patch to attack a passing infantry column? Or maybe a handful of Marauders to defend their Hovel? This tutorial will show you how to add hostile Creeps to your multiplayer maps. 1. Place your Creeps You can use virtually any unit, as long as it can shoot. This also works for squads. Try to place them in strategic or natural places. 2. Add Skirmish Players PlyrCreeps is what we're looking for here. By default, the team is already hostile to all players so there's no reason to mess around with any settings. 3. Team Up Make sure all your Creeps are set to PlyrCreeps or they won't do anything regardless of the next settings. 4. Piss Them Off Set the Stance of your Creeps to Aggressive. This will make them attack anything that comes into range. Also make them Targetable. 5. Test At this point, your Creeps should stay in place and attack any unit that comes into their range, and disengage if they leave. Good sentries, but boring otherwise. Now, getting them to move. . . Share this post Link to post Share on other sites
weston 0 Report post Posted April 28, 2007 sweet :) Share this post Link to post Share on other sites
Bhones 0 Report post Posted April 28, 2007 Heh, nice, Blck. This looks the same for BFME2. Is it? Share this post Link to post Share on other sites
BlckWyerve 0 Report post Posted May 4, 2007 More or less. Share this post Link to post Share on other sites
Bhones 0 Report post Posted May 6, 2007 Ah, I AM paying attention. :ph34r: Share this post Link to post Share on other sites
EvilAlex 0 Report post Posted May 6, 2007 (edited) BTW Instead of setting "Targetable" and "Agressive" you can write a script, that turns Creeps hostile to all other players, and the players to be hostile to Creeps. That's 100% tried and tested, and saves you from setting this properties to each group of Creeps on the map individually. The Creeps side can also be color-changed, like if it was a single-player side. Therefore you can create tibreian-sun style missions - with hostile AI-controlled mutants, who even have entire bases. Bad thing is that you will most probably have to write your own AI-scripts for them. By the way, I haven't tried to use "Targetable" and "Agressive", but if their agressivnes is a result of "Set relationship to Enemy" script (described above) they sometimes try to pursure their target instead of just staying at the same ground. Here's script's code for the 4-players map: *** IF *** True. *** THEN *** Player 'Player_1' considers Player 'PlyrCreeps' to be Relation 'Enemy' Player 'Player_2' considers Player 'PlyrCreeps' to be Relation 'Enemy' Player 'Player_3' considers Player 'PlyrCreeps' to be Relation 'Enemy' Player 'Player_4' considers Player 'PlyrCreeps' to be Relation 'Enemy' Player 'PlyrCreeps' considers Player 'Player_1' to be Relation 'Enemy' Player 'PlyrCreeps' considers Player 'Player_2' to be Relation 'Enemy' Player 'PlyrCreeps' considers Player 'Player_3' to be Relation 'Enemy' Player 'PlyrCreeps' considers Player 'Player_4' to be Relation 'Enemy' Edited May 6, 2007 by EvilAlex Share this post Link to post Share on other sites