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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.

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Old 02-03-2003, 12:28 PM   #1 (permalink)
ice
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Default Please answer, two simple questions

Hi, I apreciate all the help I get here on the board
So, here are two more questions..

1. An AI(md).ini question:
How does the AITriggerTypes work? Is this needed for the TeamTypes? Or do the AI make the TeamTypes without a Trigger? And when is priority= used, is it used when AI makes the TeamTypes without triggers?

2. DeathWeapon?
I want to make the ChaosDrone release gas upon death, is this possible? When it is destoryed I want it to fire its gas once more.. I added DeathWeapon=ChaosAttack to the Chaos Drone, but it doesn't release a gas?

thnx!
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Old 02-03-2003, 01:17 PM   #2 (permalink)
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Without the AITrigger, nothing will happen. That's your 'prime mover'. Properties of the TeamType will determine how the created team will behave, and as for Priority=, that helps determine what the odds are that the AI will make that team - but so does the AITrigger's weighting, so this does get confusing, sort of like voodoo.

Any unit with a Deathweapon= also needs Explodes=yes or the Deathweapon won't be used.
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Old 02-03-2003, 05:12 PM   #3 (permalink)
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^ I added the explodes=yes, but still it doesn't release the gas? I killed my own tank, but that shouldn't matter should it?

And thanks for the ai part, I have a followup question to that, what do the AI do to tanks/infantry that it creates that isn't used in the aimd.ini ? For example tanks I made..

And a new question: How does SubjectTo - Cliffs, Elevation and Walls really work? If I have a tank that shoots a cannon, and don't want it to be able to shoot up cliffs and over walls. Do I set Cliffs=1 and Walls=1 then? And what happens if I set eleveation to 1, won't it be able to fire ove hills??
What kind of Projectiles should have yes to any/all of theese three?


Thanks!!
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Old 02-03-2003, 06:41 PM   #4 (permalink)
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Theoretically it shouldnt, double check the code or post it here

Didnt understand pretty much, but for what i can get of it, new units are not used unless stated in AI.ini or AIMD.ini

Use logic on the last one, a cannon can go through elevations (unless they are BIG), so SubjectToElevation=no , but it cant fire through cliffs, so SubjectToCliffs=yes , etc
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Old 02-03-2003, 08:01 PM   #5 (permalink)
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Quote:
^ I added the explodes=yes, but still it doesn't release the gas? I killed my own tank, but that shouldn't matter should it?
Re-reading your first post, I see you've messed up on the text case - the key is Deathweapon=, not DeathWeapon= (I have this code exactly in my mod too and it works fine).

Quote:
And thanks for the ai part, I have a followup question to that, what do the AI do to tanks/infantry that it creates that isn't used in the aimd.ini ? For example tanks I made..
Don't understand the question, if aimd.ini is not telling the AI to create certain units, then how does the AI end up with those units..?

Quote:
And a new question: How does SubjectTo - Cliffs, Elevation and Walls really work? If I have a tank that shoots a cannon, and don't want it to be able to shoot up cliffs and over walls. Do I set Cliffs=1 and Walls=1 then? And what happens if I set eleveation to 1, won't it be able to fire ove hills??
To add to what Arg said, these 3 things are just yes/no booleans, not numerical values, and as for the SubjectToElevation=, this also causes the [ElevationModel] settings to take effect - so that not only can a hill block shots, but it can also add or reduce range of the weapon involved. Default settings use a standard cliff height as an increment, but this increment can be reduced for finer settings (for example, so a deployed GI halfway up a ramp can see some range bonus too).
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Old 02-04-2003, 01:24 AM   #6 (permalink)
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ok, i learned a lot today.. how about make the allied AI build more Prism Cannons and Pill Boxes? i'm trying to make the Brutal AI build unbreakable base defenses. what entries in the rules.ini could improve the base defense building of the Allied AI? thanx!!
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Old 02-04-2003, 06:34 AM   #7 (permalink)
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AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making
SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1)
ThirdBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1)

But I also suggest giving the AI some sort of defense against Prism Tanks, otherwise all those Prism Towers are still useless...
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Old 02-04-2003, 06:50 AM   #8 (permalink)
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On a similar note, has anybody found a reliable way of getting the French AI to build more than one Grand Cannon?

I did it, but every Allied AI then built a lot of Grand Cannons (Ive added that for Global Dominance mode in V8.5), but it would be nice to get the French only to do it in a normal skirmish mode.
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Old 02-04-2003, 07:35 AM   #9 (permalink)
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Doesn't the RequiredHouses= tag stop the AI from building units if it's not that country? I use this in my AI and it works fine.
I guess this should also work on buildings...
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Old 02-04-2003, 08:05 AM   #10 (permalink)
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ok, Thanks for all the help!

Now, I to explain what I meant about the AI. Do they build the units from what kind of TeamTypes they are going to make from the Triggers? So if I add some units to the game, then I must include them in the AImd.ini so the computer will make them? <- That's what I meant, and I got an answer from ArgCmdr Thanks.

And another question:
I want a vehicle to explode when I deploy, its a vehicle driven by a suicide bomber, but the vehicle also have a ordinary weapon, if you don't want to blow up the car. So, how do you make the car blow up when deploying it?
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