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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
04-21-2003, 01:01 PM
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#1 (permalink)
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Member
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
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AI
Can somebody talk me through how to get the AI to employ new user created tactics such as sending newly created units towards a player. I tried the DeeZire encyclopaedia, but that didn't really help. I don't just mean editing the old AI, I mean adding new taskforces and stuff.
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04-21-2003, 01:54 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: BFE
Posts: 320
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Use DeeZire's editing guide. That's all I can tell you. Also, look in the [General] section of the rules file. There is a ton of AI stuff in there as well.
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04-22-2003, 04:17 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Well, i faced that problem when i started building AI scripting first. I tried with Dz's Tutorial. I have two sets of tutorials, the latest and the tutorial just b4 the latest one. These two tutorials defined AITriggerTypes into two defferent ways. The old tutorial showed the method used at yuri ai currently while the latest tutorial shows the method used at FA2. I was confused with the two methods and at last found my own way. First i copied a code set for a certain teamtype (task forces, Team Types, AITriggerTypes), leaving the script type same (i choose a team type which script type was suitable for me). Now i chaged the task force and all the header Hex id's for the script, then paste them all inside the ai(md).ini file. Then i couldn't get that script working. At that time i copied one of the AiTriggerType's Hex id from Dz mod (that id doesn't exist at the original ai(md).ini file) and replace my own AiTriggerType's Hex id with that. Now that works ! Later i made my own script for that task force and i get it working fully 
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04-22-2003, 10:07 AM
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#4 (permalink)
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Member
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
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hmm interesting, thanks!
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05-19-2003, 01:33 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Argentina, Latin America
Posts: 166
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I dont understand how the trigger weighting parameters and the "succes" scripts works... i readed the guide, but the information is different to the FinalAlert one... does someone know something about those?
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05-20-2003, 01:14 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Argentina
Posts: 608
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Success script action, aka repeat until success, will make units in the team repeat their last scripted action until theyve fully accomplished it. Ie:
Attack Infantry
Success
will give as result the taskforce attacking enemy infantry untill all enemy infantry is erradicated from the map. (ThreatValues exceptions)
Trigger weighting, probabilities of the AITrigger being used in the game, (10, 20, 40, 50, 70, 500, 5000) + a .000000 in the end
First one is percentage probability itll be weighted, second is minimum chance, third is maximum chance (both last after theyve ben weighted)
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05-21-2003, 07:04 PM
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#7 (permalink)
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Junior Member
Join Date: Dec 2002
Location: PEI, Canada
Posts: 26
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I am an experienced AI programmer. I am actually currently programming AI for a mod me and my friend Sydro are making. Some of you may remember us posting here about 4 or 5 months ago about it. Yep, we're still working on version 1 and it's going to be really big, lol. Anyways, my msn and email is shortman_28@hotmail.com. If you want me to take a look at ur AI file and see what's wrong or if u have any questions to ask me feel free to ask. If you what the AI to use newly created units, get the units code name and just create any type of attack you want with it. Ex :
[BTNK]
UIName:BudTank
Name= Bud Spawn Tank
Strength=500
Speed=10
Primary=BudSpawn
ElitePrimary=BudSpawnE
sight=8
Etc.
The code name for this unit is BTNK. If you don't understand how to make an attack or something add me on ur msn or email me and i'll try to answer your question.
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