Quick overview of script structure: ( just to allow your brain to form neuro connections later on )
At every faction script, there is a folder called
PaperWork
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This folder defines the object lists, therefore telling the AI what kind of objects are in the game. Then there is a script that allows the player to build units and structures, and then there are some money bug fixes which are essential because the AI would otherwise have no money, or not sufficient.
The next most important folder is
World State Detection
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The scripts in this folder are required to tell the computer what is going on ( am I being invaded for example) and also sets the default value for a few essential variables such as TeamLost which is incremented ( added to, +1 ) when a team is lost.
Attack priority is straight forward I believe,
Generic Attack
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This folder contains basic algorithms that are later required to tell teams to attack. Don't worry if you don't understand them immediately, once you get into Teams you'll understand.
Generic Behavior
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These scripts allow teams to use priority sets, and also sets behavioral algorithms for teams such as attack hunt or generic guard outer.
AlertTeamAttacks and EmergencyTeams are not significant yet, they are not required in a basic system. Actually they allow the AI to respond to attacks, building anti tank teams when tanks are attacking or the like.
Generic Route
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Movement commands are here. The Route Squential scripts are essential for any team movement. The C behind the scripts always mean either Copy or Center, while B means Backdoor and F means Flank ( these are waypoints on the map ).
Base Building
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This is straightforward. Yet, without this folder, nothing would be built! The Build List in the AIData.ini must be defined for these commands to work. The actual position of buildings can also be defined in the build list.
Base expansion is a bit more advanced, so it won't be contained in this small guide. Base defenses is just like Base Building. Super Weapon is also straightforward.
Defcons
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I don't know what Defcon stands for, but I do know that they are used for expansive behavior. For example, the default value for a faction defcon is 5. The lower the defcon gets, the more advanced units and structures will be built. These defcons are indiviually defined in each difficulty level, and actions are executed in the Build Conditions folders.
These actions later on allow the construction of teams.
Well by now you should have an understanding of the basic structure. If not, then just make a few experiments, but be sure to back things up.
Once you understood the described folders, you should be able to understand the rest.
Note: This small guide has been written on the original generals basis