Jace11
Posts: 87
Joined: 8/23/2012 Status: offline
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I have of late been playing a few short scenarios against the AI, which as many know, is defined by a series of "scripts" compiled in the editor. I've recently spent a bit of time looking into it and been reading through the editor PDF which contains a couple of pages on this. I'm finding it quite difficult however. The way a lot of the scripts work and the intricacies of how they interact is making it painfully slow. I often find I'm having to resort to running tests with altered scripts just to work out details. Are there any in depth guides on this anywhere? I have quite a lot of questions. I'm also struggling with the editor, a lot of the information I really need, like which units are available to more than one script simultaneously, which units aren't attributed to any script at any given time, isn't there unless you sift through masses of data. Do those of you who write scripts have a certain method? I feel I may need to make timelines to organise scripts chronologically and avoid overlap (mainly because scripts seem to struggle with low numbers of available units) and excel sheets etc just to filter available units etc. I'm constantly having to tab into and out of the game to find map hexes, reference numbers for bases, destinations, units, dates of arrival etc etc etc... I've been looking at the scripts that come with the stock scenarios and have a feel for most thing now, triggers, rear area stuff but sometimes I set a script, and I look in game, and despite it having sufficient units disbanded in port it doesn't sail. Anyways, I'm looking for any further resources on the AI, Thanks.
< Message edited by Jace11 -- 8/2/2014 4:54:52 AM >
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