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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. |
12-01-2003, 06:05 PM
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#1 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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how can this happen ?
Hello 2 everyone !
I have a problem with my mod, and I hope someone can answer my question : the computer gets ALL the war factories blocked with an stealth plane; it exits normal, i mean, like a tank, not by lifting the roof and docks there, on factory's bib, so nothing else can come out. Worst is that Soviets and Yuri will also build it, and get stuck.
This is "STLH" entry from rulesmd.ini:
[AircraftTypes]
1=APACHE
2=ORCA
.....
.....
13=STLH
.....
[STLH]
UIName=Name:STLH
Name=Stealth Bomber
Prerequisite=GAAIRC
Primary=maver
CanPassiveAquire=no
CanRetaliate=no
Strength=150
Category=AirPower
Armor=light
TechLevel=-1
Sight=8
RadarInvisible=yes
RadarVisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,GAHPADUPG,GAHPADAME
PipScale=Ammo
Speed=15
PitchSpeed=1.1
Owner=British,French,Germans,Alliance
Cost=2100
Points=25
ROT=3
Ammo=1
Crewed=no
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN42,S_TUM U60
MaxDebris=13
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
VoiceFalling=IntruderVoiceDie
MoveSound=IntruderMoveLoop
DieSound=IntruderDie
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=30
DamageParticleSystems=SparkSys,SmallRedSSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
EliteAbilities=STRONGER,FIREPOWER,ROF
Trainable=yes
ElitePrimary=maver2
Fighter=yes
CrateGoodie=no
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
Parasiteable=no
PreventAttackMove=yes
I tried to remove it and I erased "13=STLH" from "AircraftTypes", but the computer still can build it ( if I can't do it anymore ) , and not evan an "Level=-1" won't help, as the computer still build STLHs...
(Now i deleted EVERYTHING that
This is't the firs time when the computer will build units without being an Owner and not having the buildings from Prerequisite list, so...what is wrong ? ( PS: Yes, GAAIRC is in [buildingslist] and is defined, and "PadAircraft=ORCA,BEAG,STLH" )
So what am I doing wrong ?
10x
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12-02-2003, 02:57 AM
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#2 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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How many other units do you have in the mod? If its over a hundred total that could be your problem?
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12-02-2003, 03:36 AM
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#3 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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since I can't check, what type of locomotor did you use ?
concerning the Soviet & Yuri prob, try to add the ForbiddenHouses= , maybe that'll solve it...
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12-02-2003, 07:37 AM
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#4 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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Although it's an AircraftType, reorder your [VehicleTypes] to contain the civilian units in the very end. I have no idea why it's made from the wf, cause it has a aircraft locomotor, that's probably another AI trick.
And this proves my theory: the [***Types] lists are useless, just like [Warheads] is :tard: . Ok, not completely useless, but AI still takes anything it sees, ignoring the list... I had this case (building unlisted stuff) before, it stinks.
Although I'm completely confused why it ignores TL=-1 (101 vehicle bug doesn't normally do that), I guess everything's possible :tard:
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12-02-2003, 06:59 PM
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#5 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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There are more than 100 units, but from 94 to 108 are just
"Techlevel=-1" vehicles ( civilian ones )
And, BEFORE building Stealths, the computer will build tanks normally
But... I "solved" the problem, I copied ORCA and just changed the weapon
This was just a "tweak", because, as i said, this isn't the first time ( hope it's the last ! )
Thanks anyway !
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12-03-2003, 08:52 AM
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#6 (permalink)
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Member
Join Date: Jul 2003
Posts: 31
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Listen... anything that is stated in AImd.ini WILL BE DONE BY THE AI no matter what: even if its not an owner, if its forbidden... if its techlevel=-1, What so ever.
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12-05-2003, 05:58 PM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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and what if you create new units but don't add any lines in the AImd.ini ??
What should I put in the rules (not AI plz, not yet) to make the AI clearly build/train what I want :
Code:
- Owner =
- RequiredHouses =
- ForbiddenHouses =
- AIbuildj =
for the moment I fill in the Owner, only the "side" of the country, not all sides, and put in the Required field the only country that owns it.... and the other countries of the same side still build it !
Note : I'd already opened a topic 'bout that, but I need some more precision....
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12-05-2003, 06:22 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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the Ai will not build them or use them in combat if they are not in the AImd.ini
You should alwasy put all the countries because you may get the "new construction options" bug if you dont.
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12-05-2003, 07:23 PM
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#9 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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k... thx
then I'll have to play with RequiredHouses & ForbiddenHouses to make smth (un-)buildable for a specific country ?
Quote:
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Originally Posted by ziggy78
the AI will not build them or use them in combat if they are not in the AImd.ini
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but it DID build one of my new structure... (was a defensisve one)
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12-05-2003, 07:44 PM
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#10 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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yes they will build them if they are in the defensive structure list in the general section and if it says Isbasedefense= i believe but im not entirely sure on the isbasedefense tag
AlliedBaseDefenses=GAPILL,ATESLA,NASAM
SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK
ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK
IsBaseDefense=
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is classed as a base defense structure. This is used as BuildingTypes cannot be assigned a base defense mission by the AI engine, thus this identifies defensive structures enabling the AI logic to target them and consider them in its threat scan as well as labelling them to ensure that the AI builds them specifically for a defensive purpose.
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