Hello it's Pekisa7. I have recently put human zeppelins or human transport ships as I called them on my map and when the runner enters the kings throne room he alerts the king and the ai starts producing units and after some time the enemies wont attack the player with human transport ships. They won't load units. When Arthas destroys the gate and enters a specific region it fires the ai they build units and attack with Human Transport Ships just fine. Also they won't build human transport ships when runner enters the throne room. Can you guys help me fix this? Best regards from Pekisa7.
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AI 02 Capital Knows
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Events
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Unit - A unit enters RunnerToKing <gen>
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Conditions
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(Entering unit) Equal to Runner
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Actions
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Trigger - Turn off AI 02 Capital Knows <gen>
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AI - Start campaign AI script for Player 2 (Blue): HumanBlue AI.ai
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Player - Limit training of Illias the Great to 1 for Player 2 (Blue)
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Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 1 (Red): HumanRedAI.ai
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Unit Group - Order (Units in ScarletChop <gen>) to Harvest Summer Tree Wall 12160 <gen>
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Player - Limit training of Mardak the Axeslicer to 1 for Player 1 (Red)
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 16 (Violet): HumanVioletAI.ai
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Player - Limit training of Haros the Magnificent to 1 for Player 16 (Violet)
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Visibility - Create an initially Enabled visibility modifier for Player 16 (Violet) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 21 (Coal): HumanBlack AI.ai
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Player - Limit training of Targon Wolfclaw to 1 for Player 21 (Coal)
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Visibility - Create an initially Enabled visibility modifier for Player 21 (Coal) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 11 (Dark Green): HumanDarkGreen AI.ai
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Player - Limit training of Kalar Seabright to 1 for Player 11 (Dark Green)
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Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 3 (Teal): ElfTeal AI.ai
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Unit Group - Order (Units in ElfChopWood <gen>) to Harvest Summer Tree Wall 13072 <gen>
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Player - Limit training of Elden Sunreaver to 1 for Player 3 (Teal)
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Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
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AI - Start campaign AI script for Player 9 (Gray): DwarfGray AI.ai
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Player - Limit training of Bron the Mighty to 1 for Player 9 (Gray)
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Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Entire map)
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Custom script: set bj_wantDestroyGroup = true
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Send AI 02
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Events
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Unit - A unit enters RunnerToKing <gen>
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Conditions
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(Entering unit) Equal to Runner
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Actions
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Trigger - Turn off Send AI 02 <gen>
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AI - Send Player 2 (Blue) the AI Command (0, 0)
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AI - Send Player 1 (Red) the AI Command (0, 0)
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AI - Send Player 3 (Teal) the AI Command (0, 0)
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AI - Send Player 9 (Gray) the AI Command (0, 0)
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AI - Send Player 11 (Dark Green) the AI Command (0, 0)
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AI - Send Player 21 (Coal) the AI Command (0, 0)
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Set AICapitalCityActive = True
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Custom script: call RemoveLocation(udg_Point_Capital_City_Active)
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