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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. |
07-18-2004, 04:24 AM
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#21 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Just in case :
Quote:
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Originally Posted by DZ's encyclopaedia
NOTE: the use of '-G' as a suffix to the numbers throughout this file indicates that this is a 'global' value, meaning it will be used throughout the game regardless of any other conditions placed upon its use. In this case, duplicate use of the same number for the same purpose (for example on two different ScriptTypes or TaskForces) either in this file or within a map file will lead to an Internal Error
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07-20-2004, 02:30 AM
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#22 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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So, if I specify different things under the same taskforce or scripttype numbers, I could get an error. Because the AI will "see" two numbers that are the same, and will not know which one to use. Is this correct? BTW Cannis, I posted a topic on this board for you, have you read it yet?
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07-20-2004, 04:08 AM
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#23 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Sorry Whiteboy, I don't really get it.
What do you mean by "different things under the same TF or Script numbers" ?
In an attempt : roughly speaking, you must NOT have 2 [SECTIONS] called the same. Obviously it gets even worse if it's about sections of the same "type"...
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07-20-2004, 10:06 AM
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#24 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Yes, I was meaning that I think. So I would basically never have two things the same. Which means I have to be careful when copy-pasting the already-implemented triggers to create my own, right? Or is it better to just create my own (no copying) all the time?
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07-20-2004, 01:20 PM
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#25 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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That really depends on how you like to work.
Sometimes I create new ones, sometimes I use already existing ones. In other words, sometimes I'm lazy, sometimes not...
BTW, some people says that when listing your TF/S/TT, ie :
Code:
83=0CEE0527-G
84=0CA46260-G
85=CC000000-G
86=CC000100-G
87=CC000200-G
you should never have "gaps" like :
Code:
83=0CEE0527-G
84=0CA46260-G
; gaps... 85 -> 99
100=CC000000-G
101=CC000100-G
102=CC000200-G
I didn't heard of that at first, so I'm still having the 2nd example in my file.. Still, I haven't really noticed an error or any kind of bug so far....
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07-21-2004, 01:50 AM
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#26 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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OK. For the hex numbers in the code, e.g.
83=0CEE0527-G
84=0CA46260-G
85=CC000000-G
86=CC000100-G
87=CC000200-G
how do I get those numbers? Do I just make them up, using only hex characters? Or do I have to have a certain number that comes after the last.
And am I right in saying that I cannot have two entries where the hex number is the same for both? Cause that means that if you have to "make up" the numbers, I would have to check that the number I think of isn't already in the list...
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07-21-2004, 02:07 AM
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#27 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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You make them up. And yes, check for duplicates. Or better, enumerate your numbers using a notation system, like ABCCXXXX-G, where A is number type (taskforce=0,scripttype=1, ...), B - side/country, C - kind (base defense=0, building capture=1, attack=2, navy=3,..) XXXX - numbers from 0000 to 9999. That would help a lot.
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08-19-2004, 05:35 AM
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#28 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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altering the rulesmd file will also improve the frequency and defense of the [AI] decoder has a very good tutorial for it.
As for A.I. the deezire tutorial should be enough although I admit I still have trouble with "pool teams" but my results in A.I. have been good e.g. engineers taking back capture tech buildings or building mcv's when con yard destroyed and deploying them or watching sides build new airforce units.
I would also suggest looking at the old TS A.I. file, with a little bit of modification, those old A.I. [ScriptTypes] can prove very useful.
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08-19-2004, 06:56 AM
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#29 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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Warning: Unknown(/home/cannis/public_html/dcoder/index.php): failed to open stream: Permission denied in Unknown on line 0
Warning: (null)(): Failed opening '/home/cannis/public_html/dcoder/index.php' for inclusion (include_path='.:/usr/lib/php:/usr/local/lib/php') in Unknown on line 0
dCoder, I'm trying to download your AI editor but this happens when I open your page. And I tried yesterday too. Is this problem on my IE? - Internet Explorer, not Internal Error  -
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08-19-2004, 08:13 AM
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#30 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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