OK, so the SDK lists several structs to create the randomizing of the baces. I'm trying to get my
four sets of turrets to place themsleves with the bace layouts, but since I can't figrue out how
these structs eventually become a Tethysgame::Createunit... command from it's parts in
structs,(or the array wherever that is), I've ended up with the below codes and A huge list of
errors. The AI also still takes the next starting location after all the players and the assigned
one in the center. the center turrets don;t seem to act like they have an active command center
even though I gave them two. (they'll act like it before I blow up the CP assigned by the
unwanted Hooville player starting bace though)
//this is in BaceBuilder.h (where it starts? I think)
CODE:
struct TurretInfo
{
char x;
enum map_id type;
int X;
int Y;
int p;
enum map_id weaponCargo;
int dir;
};
//then these are in the BaceData.h
CODE:
struct TurretInfo turretset1[] =
{
{x, mapGuardPost, 48+31, 2-1, 0, mapRailGun, 0};
{x, mapGuardPost, 48+31, 9-1, 0, mapRailGun, 0};
{x, mapGuardPost, 3+31, 42-1, 0, mapRailGun, 0};
{x, mapGuardPost, 10+31, 42-1, 0, mapRailGun, 0};
{x, mapGuardPost, 46+31, 2-1, 0, mapESG, 0};
{x, mapGuardPost, 46+31, 9-1, 0, mapESG, 0};
{x, mapGuardPost, 10+31, 40-1, 0, mapESG, 0};
{x, mapGuardPost, 3+31, 40-1, 0, mapESG, 0};
{x, mapGuardPost, 44+31, 2-1, 0, mapStickyfoam, 0};
{x, mapGuardPost, 10+31, 38-1, 0, mapStickyfoam, 0};
{x, mapGuardPost, 44+31, 9-1, 0, mapEMP, 0};
{x, mapGuardPost, 3+31, 38-1, 0, mapEMP, 0};
};
struct TurretInfo turretset2[] =
{
{x, mapGuardPost, 119+31, 52-1, 1, mapRailGun, 0};
{x, mapGuardPost, 126+31, 52-1, 1, mapRailGun, 0};
{x, mapGuardPost, 88+31, 2-1, 1, mapRailGun, 0};
{x, mapGuardPost, 88+31, 9-1, 1, mapRailGun, 0};
{x, mapGuardPost, 119+31, 50-1, 1, mapESG, 0};
{x, mapGuardPost, 126+31, 50-1, 1, mapESG, 0};
{x, mapGuardPost, 90+31, 9-1, 1, mapESG, 0};
{x, mapGuardPost, 90+31, 2-1, 1, mapESG, 0};
{x, mapGuardPost, 92+31, 9-1, 1, mapStickyfoam, 0};
{x, mapGuardPost, 119+31, 48-1, 1, mapStickyfoam, 0};
{x, mapGuardPost, 126+31, 48-1, 1, mapEMP, 0};
{x, mapGuardPost, 92+31, 2-1, 1, mapEMP, 0};
};
struct TurretInfo turretset3[] =
{
{x, mapGuardPost, 10+31, 82-1, 2, mapRailGun, 0};
{x, mapGuardPost, 3+31, 82-1, 2, mapRailGun, 0};
{x, mapGuardPost, 45+31, 119-1, 2, mapRailGun, 0};
{x, mapGuardPost, 45+31, 126-1, 2, mapRailGun, 0};
{x, mapGuardPost, 10+31, 84-1, 2, mapESG, 0};
{x, mapGuardPost, 3+31, 84-1, 2, mapESG, 0};
{x, mapGuardPost, 43+31, 119-1, 2, mapESG, 0};
{x, mapGuardPost, 43+31, 126-1), 2, mapESG, 0};
{x, mapGuardPost, 10+31, 86-1, 2, mapStickyfoam, 0};
{x, mapGuardPost, 41+31, 119-1, 2, mapStickyfoam, 0};
{x, mapGuardPost, 3+31, 86-1, 2, mapEMP, 0};
{x, mapGuardPost, 41+31, 126-1, 2, mapEMP, 0};
};
struct TurretInfo turretset4[] =
{
{x, mapGuardPost, 74+31, 119-1, 3, mapRailGun, 0};
{x, mapGuardPost, 119+31, 87-1, 3, mapRailGun, 0};
{x, mapGuardPost, 126+31, 87-1, 3, mapRailGun, 0};
{x, mapGuardPost, 74+31, 126-1, 3, mapRailGun, 0};
{x, mapGuardPost, 76+31, 119-1, 3, mapESG, 0};
{x, mapGuardPost, 76+31, 126-1, 3, mapESG, 0};
{x, mapGuardPost, 119+31, 89-1), 3, mapESG, 0};
{x, mapGuardPost, 126+31, 89-1, 3, mapESG, 0};
{x, mapGuardPost, 78+31, 126-1, 3, mapStickyfoam, 0};
{x, mapGuardPost, 126+31, 91-1, 3, mapStickyfoam, 0};
{x, mapGuardPost, 78+31, 119-1, 3, mapEMP, 0};
{x, mapGuardPost, 119+31, 91-1, 3, mapEMP, 0};
};
//note the added field here too.
struct BaseInfo base[] =
{
{ autosize(beaconSet1), autosize(buildingSet1), autosize(tubeSet1), autosize(turretset1),
0, autosize(unitSet1) },
{ autosize(beaconSet2), autosize(buildingSet2), autosize(tubeSet2), autosize(turretset2),
0, autosize(unitSet2) },
{ autosize(beaconSet3), autosize(buildingSet3), autosize(tubeSet3), autosize(turretset3),
0, autosize(unitSet3) },
{ autosize(beaconSet4), autosize(buildingSet4), autosize(tubeSet4), autosize(turretset4),
0, autosize(unitSet4) },
};
Here is the Main.cpp if you need any info from there.