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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » Here's a challenge: answer my simple AI question.

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 07-15-2004, 02:21 AM   #11 (permalink)
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Quote:
Originally Posted by DCoder
*Another way would be to use FA2 to make AI coding in one map and then copy-paste it into ai(md).ini.
I would strongly advise that this never be done. FA2 very often corrupts AI triggers written in FA2.

You can see an example of this corruption if you have FA2 installed. Look in the directory where you installed FA2, and go into the "Scripts" folder. Then open "Add Apoc Attack AI Trigger.fscript" in text, and read the next to the last line. See this value?

01000000030000000000000000000000000000000000670100 000000cc869412

Sometimes this crap breaks nothing, and sometimes makes AI triggers non-functional.

Of course you can fix the string in text later. But then you're back to DZ's AI INI guide, aren't you.

So, either use DZ's guide, and/or use DCoder's editor. FA2 can be used as a trigger viewer, but should not be used as a trigger writer.
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Old 07-15-2004, 02:52 AM   #12 (permalink)
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As for now, I recommand using DCoder's AI Editor (*point at his sig* ).
Don't be afraid if he says "Pre-Alpha" or smth like that, go ahead !!!


Note : Well... to be honest, we're just lacking some beta-testers...
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Old 07-15-2004, 07:21 AM   #13 (permalink)
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Hmm. OK, thanks guys. But my original question hasn't really been answered I think: I want to know what makes the comp. build new units, is it part of AI.ini or what? I thought that AI.ini simply tells the comp. HOW to use the new units that have ALREADY been built. But how do you make the AI build the units if the first place?

I'll look at that AI editor. In fact, I might have already downloaded it a few days ago
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Old 07-15-2004, 12:58 PM   #14 (permalink)
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In fact what's more complicated to do at the moment, is to make the computer uses a unit WITHOUT building it... Generally, when you create a correct combo of Taskforce/Script/TeamTypes(/Trigger), the AI is told to build (unless Recruiter=yes) the units listed in the taskforce to do the actions listed in the script.

Just try with one of your "new" unit, tell it to go to the center (3,99), and use a Trigger with a high probability (500). There you'll see if it works.

When that's done. Now try to add another one that tells the (same) taskforce to attack anything (0,1), making sure you put LooseRecuit=yes and AreTeamMembersRecruitable=yes on the first TeamType above, AND Recruiter=yes on the second one. As a trigger condition : if at least one of your "new" unit exists.

Hope it'd have been clear enough, if not, try looking for a good old tut...
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Old 07-16-2004, 04:29 AM   #15 (permalink)
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Right, I think it's about time I tried some of this stuff. Just one more question (well, 2 actually). How long does it take to create a half-decent AI that utilises the new units in a mod; and how easy is it to mess up the game by AI ini editing? Like, if you get one number wrong, will it cause internal errors all the time?
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Old 07-16-2004, 09:46 AM   #16 (permalink)
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1. Long
2. Pretty easy, but you won't get IEs that indicate you messed up
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Old 07-16-2004, 01:29 PM   #17 (permalink)
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  1. It really depends on the # of units you added/modified... As for me I decided to rebuild the AI from the very beginning, at least the Brutal one (coz it seems you have to keep the original sections). Even though I didn't add so many units, ATM I've reached 1300 triggers, and a total file of almost 1900Kb...
    But don't worry, this is mainly because sometimes a single Taskforce employs multiple Scripts, so in the end you also have several TeamTypes. The reason of my file becoming that big is because I simply don't like searching for already existing scripts or taskforces, so I create new ones (I really don't care it's that big, it's for personal use). I think Cannis will advise you to reuse them, and since your mod is for release online, I should agree.
  2. I got once a IE, that occured during the loading screen (one third of the progressive bar) of a game. I'm sure it was ai(md). ini which was in cause, since by replacing it by an older version didn't crash the game. However I don't know the exact source of this bug...
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Old 07-17-2004, 06:28 AM   #18 (permalink)
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Infraid, you said "I think Cannis will advise you to reuse them, and since your mod is for release online, I should agree."

Does this mean that I should overwrite the default AI triggers with my new ones, or does it mean that I should clone some triggers and overwrite the clones?
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Old 07-17-2004, 02:44 PM   #19 (permalink)
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What I meant, is imagine you have :
  • Taskforce TFA, and Taskforce TFB
  • Script SA, and script SB
  • Teamtype TTA using TFA and SA, and Teamtype TTB using TFB and script SB
If SA and SB are exactly the same, then you should replace all SB by SA. In other words, try not to duplicate sections. That also goes for taskforces. Keep in mind that doing so will the keep your file size as low as possible.

Now find a good index system to find your TF/S/TT quickly, and you're set.
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Old 07-18-2004, 02:30 AM   #20 (permalink)
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Quote:
Originally Posted by Whiteboy
Right, I think it's about time I tried some of this stuff. Just one more question (well, 2 actually). How long does it take to create a half-decent AI that utilises the new units in a mod; and how easy is it to mess up the game by AI ini editing? Like, if you get one number wrong, will it cause internal errors all the time?
Usually, errors in AI editing result in the new code simply not being used. Sometimes you can hang up the AI because you're telling it to do something impossible, and then it does nothing until things "time out", giving the AI a chance to try something else (which hopefully isn't also impossible). So for the most part, mistakes result in making the AI even dumber.
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