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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-19-2004, 06:55 PM   #1 (permalink)
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Default Editing the AI, need some help.

How do you even begin to edit the AI? I can't find any INI files relating to their behavior, so it must not be there. Going on a huge search for them is pretty inconvenient, so maybe someone could just tell me what to extract?
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Old 02-19-2004, 06:58 PM   #2 (permalink)
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The AI is stored in world builder scripts. SkirmishScripts.scb to be precise.
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Old 02-19-2004, 07:29 PM   #3 (permalink)
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So its impossible to integrate into a .BIG?
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Old 02-19-2004, 07:33 PM   #4 (permalink)
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No it's not impossible. If you save it in the BIG as Data/Scripts/SkirmishScripts.scb, it should work. In fact, there is NO file that the game won't read from a BIG as long as you put in in the right place within the BIG, except some INI files (such as GameData.ini).
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Old 02-19-2004, 07:37 PM   #5 (permalink)
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Alright, thanks. Next question, how the heck do I open them? All I need to do is make the AI build the correct upgrades, and use the correct command set on one structure. China got a new napalm upgrade, its cheaper and builds faster, so the script doesn't work with it. When you're playing online and it goes to build the upgrade, bingo mismatch. And Laser needs to stop trying to build LGM because I took it out and gave it to the raptors upon start. I moved Chain Guns for infantry to the propaganda center, and the GLA Arms Dealer has a switch on it to go to bike selection instead of normal selection. This is the tricky one because it not only has to understand to use the new switch on the arms dealer, but it has to build something from it then switch back to the normal command set. If this isn't possible, I have to program GLA AI not to build bikes (boy that would be boring) or add a new hidden commandset button like on Stealth General where it has one in slot 15 so that the stealth AI can build demo bikes.
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Old 02-19-2004, 07:44 PM   #6 (permalink)
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To edit skirmishscripts.scb:

To open:
- Open world builder
- Go to Edit --> Edit Player List
- Click "Add Skirmish Players" and click OK
- Go to Edit --> Scripts
- Click "Import Scripts"
- Point to Data/Scripts/SkirmishScripts.scb and click Open

To save:
- Click "Export Scripts"
- Check all checkboxes
- Select "Export all scripts"
- Click the almost entirely concealed OK button
- Point to Data/Scripts/SkirmishScripts.scb and click Save

And as for the editing itself, it's too much to explain it all. You can get a general idea just by looking at the scripts that are already there. Copy them and adjust them for your own stuff.
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Old 02-19-2004, 07:49 PM   #7 (permalink)
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Alright thanks (Immo)man. I'll make a back up tonight and play around with it. Worst comes to worst I'll throw in that extra command set option like on stealth and use that for demo's bikes.
While I have your attention, how would I make the USAF carpet bomb use a new WeaponObject? Just curious if you would know. A friend of mine figured out how to make generals abilities charge and it goes through weaponobjects, but since all usa's carpet bombs share the same entry I have to make the USAF one use a new one.
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Old 02-20-2004, 04:33 AM   #8 (permalink)
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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
-------------

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
-------------------------

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
-----------------


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
---------------------


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
-----------------

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
----------------

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
---------


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
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Old 02-20-2004, 10:24 AM   #9 (permalink)
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to Mithril:
Thank you very much.
It is much helpful to all modders.
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Old 02-20-2004, 10:34 AM   #10 (permalink)
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Damnit, I tried it myself now and for some reason WB freezes when I try to open skirmishscripts... Any ideas?
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