SSTG 0 Posted April 3, 2007 Hey all just going through the last few changes to my soviet and allied teams but stuck on a few things I need to know how I can crank up the AI difficulty and make it use the new units and buildings I know the allies build the support airpad but soviets won't build a airpad for some reason even though I have AIBuildthis on its code cause I want it to start using migs and the tank drop superweapon how can I make terrorists not explode when one gets killed and starts off a chain reaction I think there were some more that have'nt come to mind yet but will post when I remember them Share this post Link to post
Wildshield 0 Posted April 3, 2007 If the soviets are not building the airpad... then the Prerequisites must be wrong. Then after that, a AI script must be made so the soviet AI will build an attack team of migs. If you want to increase the time it takes the AI to build attacking teams. Go under the [General] and alter the TeamDelays=2000,2500,3500 to a lower number. interval between checking for and creating teams, by difficulty level (easy, medium, hard There is more on scripting the AI in another thread. It can be tricky. terrorists have a terror bomb weapon that has a suicide effect. If you dont want it you could turn it to no. But then the guy could attack over and over and over. Your best bet is to alter the Warhead or Weapon. Share this post Link to post
Doctor Destiny 40 Posted April 3, 2007 I need to know how I can crank up the AI difficulty and make it use the new units and buildings I know the allies build the support airpad but soviets won't build a airpad for some reason even though I have AIBuildthis on its code cause I want it to start using migs and the tank drop superweapon You need to add the BuildAirstrip statement and put your new one in and make sure you have AirstripLimit=whatever and AirstripRatio=whatever. You may not even need to do that... you should ENSURE that AIBuildThis=yes is set on your Soviet Airpad. how can I make terrorists not explode when one gets killed and starts off a chain reaction Depends on what you want... you can add TypeImmune to them so it doesn't set ever set off a chain reaction or you can add AffectsAllies to the DeathWeapon's warhead (hint: you'll have to make a new weapon/warhead) so that it doesn't destroy all of them when they're killed by weapons but still does when one detonates his own weapon. Share this post Link to post
SSTG 0 Posted April 4, 2007 Ok I'll edit that might also do that for the MK2 demo truck cause once one got hit by a prism tower and set off the others behind it I've made sure the airpad had AIbuildthis on it I'm gonna recheck the spelling otherwise is it the fire its self cause I got it off YR argentina Oh and this another thing I've been trying to get working is a Bio warhead for the scud launcher but I can't get virus gas coming out of it when it hits a target tried alot of things but no luck cause I had plans to add a custom radiation for anthrax Share this post Link to post
SSTG 0 Posted April 4, 2007 Still nothing with that airpad changed the limit airstrip and still nothing Share this post Link to post
Wildshield 0 Posted April 5, 2007 Post your coding please... perhaps we can see what you cant. Share this post Link to post
SSTG 0 Posted April 5, 2007 [AIRPAD] UIName=Name:AIRPAD Name=Soviet Air Pad BuildCat=Tech Image=NAHELIPAD Prerequisite=NAREFN,NACNST Strength=600 Armor=steel Adjacent=2 TechLevel=3 Sight=5 UnitReload=yes Helipad=yes Owner=Russians,Confederation,Africans,Arabs,China,Nkorea AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=700 Points=70 Power=-30 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS 6LG,DBRIS6SM,DBRIS7LG MaxDebris=8 MinDebris=4 ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false SuperWeapon=TankDropSpecial SuperWeapon2=SpyPlaneSpecial Share this post Link to post
Doctor Destiny 40 Posted April 5, 2007 I've made sure the airpad had AIbuildthis on it I'm gonna recheck the spelling otherwise is it the fire its self cause I got it off YR argentina Did you set AirstripLimit to 1 or 2? The ratio should be .12 or something and that's fine. Also, make sure you add BuildAirstrip=AIRPAD. Oh and this another thing I've been trying to get working is a Bio warhead for the scud launcher but I can't get virus gas coming out of it when it hits a target tried alot of things but no luck cause I had plans to add a custom radiation for anthrax Find the Virus death animation (in art). That holds the key. Share this post Link to post
SSTG 0 Posted April 12, 2007 still nothing is build airstrip airpad meant to be on the entry or somewhere else I noticed the allies built the support pad I added with AI build this and for some reason the soviets built the shp for the mobile war factory but nothing with the airpad for some reason Share this post Link to post
Wildshield 0 Posted April 12, 2007 I cloned the allied command center and altered the houses for the soviet side. Adding the code AIBuildThis=yes to it just to be safe. Started up a quick game and the soviets built one. So I have no clue why it won't work for you. My only thought is the name AIRPAD. Wasnt this tag used in RA1? Share this post Link to post
SSTG 0 Posted April 13, 2007 maybe I'll try renaming it to something else and see what happens Share this post Link to post
SSTG 0 Posted April 13, 2007 I came up with a second plan I'm gonna see if they'll build the normal allied air pad with the soviet airpad SHP cause I gave all allied countries access to the american para drop superweapon and put a seal 3 Gis and 3 GGIs in it so I'm gonna try this trick out Share this post Link to post
SSTG 0 Posted April 13, 2007 still nothing I'm completely stumped I even put the service deport and nuke reactor Ai buildable and it built the nuke reactor Share this post Link to post
Wildshield 0 Posted April 13, 2007 Just curious... you have it in the building list right... ; example [buildingTypes] 407=AIRPAD Try adding... [AIRPAD] RequiredHouses=Russians,Confederation,Africans,Arabs,China,Nkorea Other than that I have no clue... unless its a new art for a the building. There could be a glich in the build up. Could we see those stats? Share this post Link to post
SSTG 0 Posted April 13, 2007 I can build it so its in the list heres the art info [NAHELIPAD] Remapable=yes Cameo=NAHELIPADICON Foundation=3x2 Height=5 Flat=yes ; while this is a valid BuilType flag, it does nothing. Buildup=NAHELIPADMK BibShape=NAHELIPADBB ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 DemandLoadBuildup=true FreeBuildup=true NewTheater=yes DockingOffset0=0,-128,0 ;-80,80,0 DockingOffset1=0,128,0 ;-80,-208,0 DockingOffset2=256,-128,0 ;208,80,0 DockingOffset3=256,128,0 ;208,-208,0 ActiveAnim=NAHELIPAD_A ActiveAnimDamaged=NAHELIPAD_AD ActiveAnimZAdjust=0 ActiveAnimYSort=362 ActiveAnimTwo=NAHELIPAD_B ActiveAnimTwoDamaged=NAHELIPAD_BD ActiveAnimTwoZAdjust=0 ActiveAnimTwoYSort=362 CanHideThings=True CanBeHidden=False OccupyHeight=2 AddOccupy1=-1,-1 AddOccupy2=-1,0 AddOccupy3=-2,-1 AddOccupy4=-3,-2 RemoveOccupy1=1,0 RemoveOccupy2=2,0 RemoveOccupy3=1,1 RemoveOccupy4=2,2 DamageFireOffset0=-36,23 DamageFireOffset1=-21,6 ; Active animation for airforce command. [NAHELIPAD_A] ;Image=NAHELIPAD_A Normalized=yes LoopStart=0 LoopEnd=4 LoopCount=-1 Rate=220 Layer=ground NewTheater=yes ;DetailLevel=1 Shadow=yes ; Damaged active animation for airforce command. [NAHELIPAD_AD] Image=NAHELIPAD_A Normalized=yes LoopStart=4 LoopEnd=8 LoopCount=-1 Rate=220 Layer=ground ;NewTheater=yes ;DetailLevel=1 Shadow=yes ; Active animation for airforce command. [NAHELIPAD_B] ;Image=GAHPAD_A Normalized=yes LoopStart=0 LoopEnd=6 LoopCount=-1 Rate=220 Layer=ground NewTheater=yes ;DetailLevel=1 Shadow=yes ; Damaged active animation for airforce command. [NAHELIPAD_BD] Image=NAHELIPAD_B Normalized=yes LoopStart=6 LoopEnd=12 LoopCount=-1 Rate=220 Layer=ground ;NewTheater=yes ;DetailLevel=1 Shadow=yes Share this post Link to post
SSTG 0 Posted April 13, 2007 Well I noticed that it was causing a IE with the airpadif the ai tried to build it for some reaon Share this post Link to post
SSTG 0 Posted April 13, 2007 OK ITS FINALLY WORKING! I tried the AIbaseplannings tag and put it to 1 and it works now thanks for the help in this bug Share this post Link to post
Doctor Destiny 40 Posted April 14, 2007 Maybe it would have helped for me to mention that sooner. ;p Also, good work on fixing it yourself. Share this post Link to post
SSTG 0 Posted April 15, 2007 Anyone know how I can convert a bunch of pcx into a SHP animation using XCC trying to get a medic icon so when I highlight a wounded soldier and get a medic icon and eventually get the tank drop and new spyplane icons going Share this post Link to post
Doctor Destiny 40 Posted April 15, 2007 For a single image: Select your PCX file. Do Clipboard -> Copy. Then Clipboard -> Paste as SHP (TS). Fill out what it needs and wham, multi-frame SHP. For multiframe images: Select frame 0000 and do Copy as SHP (TS). Share this post Link to post
SSTG 0 Posted April 15, 2007 How can I stop it from crashing while making the SHP? Also I made flame type weapon just wondering if I can make it burn everything its path not just where the warhead hits Share this post Link to post
Doctor Destiny 40 Posted April 16, 2007 How can I stop it from crashing while making the SHP? Define "crashing." Also I made flame type weapon just wondering if I can make it burn everything its path not just where the warhead hits You'd have to use Damage on the trailer image or make it a flame particle weapon. I recommend the trailer method so you can promote your men... particle-based weapons don't promote. Share this post Link to post
SSTG 0 Posted April 17, 2007 I keep getting that old XCC has encountered a problem blah blah when I try converting it all into a SHP animation also the current flame weapon i made has a invisable projectile with flame trailer I used to have a particle system but the 2 voxels I'm using have 2 guns instead of 1 so they need to come out of both Share this post Link to post
Doctor Destiny 40 Posted April 17, 2007 I keep getting that old XCC has encountered a problem blah blah when I try converting it all into a SHP animation hm... Are you doing the single-image method or multi-frame? also the current flame weapon i made has a invisable projectile with flame trailer I used to have a particle system but the 2 voxels I'm using have 2 guns instead of 1 so they need to come out of both Particle weapons nullify Burst so you need to use a flame-trailer weapon, which you're already doing. I'd try putting Damage on the trailer image. Share this post Link to post
SSTG 0 Posted April 17, 2007 I think I did single image with clipboard and copy with multiple frames Also wondering if its possible to edit how fast a unit becomes to elite my defenses take awhile to become elite so I can test out their elite weapon Share this post Link to post