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TK3600

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About TK3600

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  1. The task force is mentioned, and 4 prism fills the transport fully. Edit: The looping of load command worked! You are a genius!
  2. [ScriptTrans1] Name=Trans1 0=58,7 1=14,0 2=43,0 3=53,0 4=8,2 5=49,0 6=5,1 7=0,1 [TeamTrans1] Name=Trans1 VeteranLevel=1 MindControlDecision=0 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=yes Autocreate=yes Prebuild=yes Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=yes Aggressive=no Suicide=yes Priority=35 Max=2 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=yes IonImmune=no TransportsReturnOnUnload=yes AreTeamMembersRecruitable=no IsBaseDefense=no OnlyTargetHouseEnemy=no Script=ScriptTrans1 TaskForce=TaskTrans1 TriggerTrans1=Trans1,TeamTrans1,<all>,4,1,GAYARD,0100000003000000000000000000000000000000000000000000000000000000,50.000000,40.000000,70.000000,1,0,1,0,<none>,1,1,1 [TaskTrans1] Name=Trans1 4 prism tank 0=1,LCRF 1=4,SREF Group=-1 The tanks occasionally load in, but ship never approaches enemy.
  3. You know, when you fire up skirmish with 10 starting units? If you use these units to attack enemy base, all enemies starting units will chase you, regardless of where your units are(outside their normal guard range). This is before the starting pool units form a team of course. Once the team forms they dumb down. I am not expecting much, I am taking a blind shot. If there is a way to replicate that behavior I can make AI very strong. If that fails I will have to go convoluted ways like make them have higher guard range. That is not ideal. I am writing AI for CNCnet, they rather me not touching player side of things.
  4. I know patrol and guard area, Soviet has it by default. What I am interested is how AI's starting units will respond to attack outside its guard range. Lets say you use the 5 grizzlies to attack the moment you can, the 4 rhino and conscript will run toward your grizzlies even outside guard range. If they were under patrol and guard area command, they will stay where they were unless you are in their range.
  5. What do you mean in-line? Are you saying it will never be used and no one ever done it? Then how do mods with new unit even function? There has to be a way, and I just don't know. Siege chooper will never deploy? Well, that sucks. But it is very helpful to know I did not do things wrong and it just cannot work. Thanks! May I ask another question? Is there a command to make AI guard base? You know, when AI start with tanks in skirmish, they will aggressively respond to your attack even if your tanks are outside their range. I think that is a better guard than the "GuardArea" command. However I did not find anything online about it. If AI learn to rely more on mobile tank defense than towers I think it will make a huge difference.
  6. I have duplicated a grizzly tank, tagged "MTNKK". I edited so it has DefaultToAreaGuard=yes, GuardRange=40. Putting it into taskforce AI simply refuse to build it. The scripts are not at fault, AI build it the moment I change MTNKK to MTNK, the original grizzly. I have duplicated factories before and AI build them. What can I do? Edit: I ran into another problem, AI's Siege Chopper refuse to deploy despite script! They simply hover above factory doing nothing! [0A3142EC-G] Name=Soviet Dog Guard Tech 0=58,10 1=9,0 2=11,11
  7. Thank you, the duplicate trick worked!
  8. Is there a list of building number I can use for AI? Example: Name=Yuri Boomer Bombard_S 0=46,131133 1=49,0 2=46,131081 3=46,131081 4=46,131083 5=46,131097 6=0,1 131133 is a soviet building number.
  9. I have made the change, but it still did not load. I have changed the code accordingly above.
  10. I figured out first one, CNC net version does not allow these editing even offline. What should I change to reference team 1 and 2?
  11. http://www.moddb.com/mods/artificial-brutality This mods allows repair station construction and nuclear plant construction. I tried to do the same by using TibEd and set "AIBuildThis=yes" for those buildings, but it didn't work. What can I do? I don't want parts of the mod so I am making my own. As for making Soviet and Allied capture machine shop and hospital, I tried to make my own Trigger and Teamtype, and the game won't load. ---- 166=TeamSovietCaptureMachine 167=TeamSovietCaptureHospital 168=TeamAlliedCaptureMachine 169=TeamAlliedCaptureHospital ---- [TeamSovietCaptureMachine] Name=Soviet Capture Machine VeteranLevel=1 MindControlDecision=0 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=no Autocreate=yes Prebuild=no Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=no Aggressive=no Suicide=no Priority=5 Max=1 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=yes IonImmune=no TransportsReturnOnUnload=no AreTeamMembersRecruitable=yes IsBaseDefense=no OnlyTargetHouseEnemy=no Script=08B972DC-G TaskForce=0A31360C-G [TeamSovietCaptureHospital] Name=Soviet Capture Hospital VeteranLevel=1 MindControlDecision=0 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=no Autocreate=yes Prebuild=no Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=no Aggressive=no Suicide=no Priority=5 Max=1 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=yes IonImmune=no TransportsReturnOnUnload=no AreTeamMembersRecruitable=yes IsBaseDefense=no OnlyTargetHouseEnemy=no Script=05FC30CC-G TaskForce=0A31360C-G [TeamAlliedCaptureMachine] Name=Allied Capture Machine VeteranLevel=1 MindControlDecision=0 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=no Autocreate=yes Prebuild=no Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=no Aggressive=no Suicide=no Priority=5 Max=1 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=yes IonImmune=no TransportsReturnOnUnload=no AreTeamMembersRecruitable=yes IsBaseDefense=no OnlyTargetHouseEnemy=no Script=08B972DC-G TaskForce=0D0811AC-G [TeamAlliedCaptureHospital] Name=Allied Capture Hospital VeteranLevel=1 MindControlDecision=0 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=no Autocreate=yes Prebuild=no Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=no Aggressive=no Suicide=no Priority=5 Max=1 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=yes IonImmune=no TransportsReturnOnUnload=no AreTeamMembersRecruitable=yes IsBaseDefense=no OnlyTargetHouseEnemy=no Script=05FC30CC-G TaskForce=0D0811AC-G ---- TriggerSovietCaptureMachine=Soviet Capture Machine,TeamSovietCaptureMachine,<all>,1,7,CAMACH,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,2,0,<none>,0,1,1 TriggerAlliedCaptureMachine=Allied Capture Machine,TeamAlliedCaptureMachine,<all>,1,7,CAMACH,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,1,0,<none>,0,1,1 TriggerSovietCaptureHospital=Soviet Capture Hospital,TeamSovietCaptureHospital,<all>,1,7,CATHOSP,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,2,0,<none>,0,1,1 TriggerAlliedCaptureHospital=Allied Capture Hospital,TeamAlliedCaptureHospital,<all>,1,7,CATHOSP,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,1,0,<none>,0,1,1 The script used are the existing one for Yuri, and taskforce used are the existing respective engineer taskforce of each faction.
  12. AI players can be made to build more than one building of a type, which previously was only possible for special buildings like refineries, or using building clones to emulate this. Ares adds new options to support this directly, for each difficulty level, and also with some element of randomness. Pimp your AI by letting it build more War Factories. Also, the buildup and sell time of structures can now be customized, thus making slowly deploying buildings possible. Well, apparently ARES can have AI build extra factory on newest update. I have no idea how to use it. Too bad!
  13. There is an AI editing tool in final alert? Does work for vanilla RA2 YR? Should I try it?
  14. AImd.ini Problem

    I sometimes wonder if too large of a task force is a good thing. 1. AI may stuck in base from crowding. 2. AI build only 1 war factory, which means if player wants to race tank economy with multiple factory, players always win. 3. Because of above, AI is better off catching player off guard with around 8-10 tanks right after player built battle lab than having player already amassed advanced tanks.
  15. Thanks for the reply! Is there anywhere I can edit AI's build order? It seemed weird there is a max war factory setting if they can only build one. I swear I saw a video of a guy with some naval mod which AI always have 2 war factories. I looked further into dreadnaught problem. It appears it can only engage naval target and ship yard even though the AI is set to 0,6 which means "attack factory". When I observed AI vs AI battle occasionally it will attack tanks going too close to it. I think I will play around more with 0,1 the attack all code. As for carrier... Only the taskforce exist, no trigger, team type... Someone is being lazy with AI. Yes, I used the exact method for oil derick, it was a significant improvement. However, I have a new problem. It appears AI ignores machine shop and hospital, but in rare situation would capture them. I looked into code, only Yuri faction has code related to them. I am not sure where to begin to fix that. May I ask another question? https://github.com/askeladdk/aiedit What app do I need to use this tool? I think I can do a lot more with it than notepad.
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