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RST007

Resources and AI editing

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Hi,

 

i'm searching for other sites then YR argintina to download resources for my mod.

And plz can some1 help me to add my new units (like my new soviet airpad with mig29 on it) so the ai makes them and attack me?

 

I really love to have a few examples in how to start adding simple units to attack.

 

I read Deezire's guide completely now and used allot of hes information, but i just can't understand the AI thing.

 

@ Doctor Destiny, you helped me before with the explenation in what i basicly need to do. Can you help me maybe to add my new units?

I only need 1 to start, so i can at least start with it, and try to understand it.

 

Txs already so far,

 

Regards Robin

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The thing about the AI is that it all links together.

 

I'll give you a basic rundown set up.

 

This is the task force. It defines what units the group will be comprised of. This example is just a pair of MiGs.

[MIGFORCE-G]
0=2,MIG
Group=-1

 

The script. Again, very basic and this script merely attacks any structure with Factory in their entries.

[MIGSCR01-G]
Name=MIG Factory Attack
0=0,6
1=49,0

 

And the team type.

[MIGTEAM1-G]
Name=Soviet MiGs
VeteranLevel=1
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=MIGSCR01-G <- your script
TaskForce=MIGFORCE-G <- your task force

 

Sample trigger;

[AITriggerTypes]
MGTRIGGER-G=Soviet MIGs,MIGTEAM1-G,<all>,5,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,40.000000,
10.000000,70.000000,1,0,2,0,<none>,1,1,1

 

And that's basically it. AI Trigger calls the TeamType and the TeamType has a ScriptType and TaskForce attached to it. They can be named whatever you like with the -G at the end but for the game's sanity, leave it to an eight character name. The -G is also required since the AI file is global.

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Yes!

 

This is what i needed, now i understand most of it. I didn't understood what numbers to use with Deezires guide.

 

I got a few questions more to ask (i'm starting to understand the ai thing i guess):

 

1) Does the AI build the soviet airpad from hemself (to get the mig's) or do i need to add a building thing to?

2) I also found the most of an engineerings code to repair bridges added everything to my AImd, is the ordering of the taskforces etc important? cuz he just doesnt do anything with this created engineers.

3) After increasing the number of landunits like the rhinotank and flaktracks, the AI makes them but they got stuck in hes base. anything else i need to do to send them to attack my bases (i guess adding more scripts isn't it?)

 

Really thanks for this help now i finally can start with some decent AI editing. This is maybe stupid but this part of the editing intrest me the most (after the normal ini editing)

 

keep up the nice reply's :D

 

regards Robin

 

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1) Does the AI build the soviet airpad from hemself (to get the mig's) or do i need to add a building thing to?

You just need AIBuildThis=Yes in the building's code.

Of course, if you want them to make more than one, it requires extra, but unless you are making a super hard opponent, I don't think you really need more.

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1) Does the AI build the soviet airpad from hemself (to get the mig's) or do i need to add a building thing to?

AIBuildThis=yes as with every structure the AI builds, and like every factory, they only get one. I advise the -1 tech level AI hack to get the AI to use more planes.

 

2) I also found the most of an engineerings code to repair bridges added everything to my AImd, is the ordering of the taskforces etc important? cuz he just doesnt do anything with this created engineers.

Where you put task forces, or how you number them doesn't really matter.

 

3) After increasing the number of landunits like the rhinotank and flaktracks, the AI makes them but they got stuck in hes base. anything else i need to do to send them to attack my bases (i guess adding more scripts isn't it?)

http://www.ppmsite.com/forum/viewtopic.php?t=9071

 

Really thanks for this help now i finally can start with some decent AI editing. This is maybe stupid but this part of the editing intrest me the most (after the normal ini editing)

I'm one of like... six people in the community who can really do it well.

 

You just need AIBuildThis=Yes in the building's code.

Of course, if you want them to make more than one, it requires extra, but unless you are making a super hard opponent, I don't think you really need more.

The AI isn't effective enough without more pads to get more planes. And, the AI will get more anyway causing his original planes to crash.

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Ok i got this weird thought that westwood did something wrong in there coding from the spy:

I was adding my new Soviet Spy Taskforces and Scripttypes etc when i found this scripttype in the default AImd.ini:

I had deezires guide near me to decode the numbers so i know what they meant, maybe i don't understand this so good?

take a look at this:

 

[0CADC46C-G]

Name=General Spy vs Soviet Power

0=0,4 ;attack enemy infantry (so he transforms into enemy infantry)

1=47,131081 ;move to enemy building,NAPOWR (131081-131072(wich is default number of first building)= 9 +1 =number of Rulesmd.ini buildingtypelist)

2=46,9 ;attack enemy building, NAPOWR

3=47,131083 ;move to enemy building,NAHAND (why does he needs to move to barracks????? )

4=46,11 ;attack enemy building, NAHAND (Why attacking??? )

 

=====> thisone is completly correct i believe

 

[0CADDDBC-G]

Name=General Spy vs Allied Power

0=0,4

1=47,0 ==> why is thisone 0, and not 131072 ????? wich would be GAPOWR in the buildingstypelist

2=46,131072 ==> thisone needs to be 0 or am i wrong ???

3=47,131083 ==> correct

4=46,11 ==> correct

 

 

I hope some1 got some knowledge about this :D

 

regards,

 

Robin

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