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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. |
07-14-2004, 09:06 AM
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#1 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Here's a challenge: answer my simple AI question.
OK thread readers, I have a very simple question that I do not yet know the answer to. I really need to know the answer, now that I am doing the AI for my mod. It is this: how do you make the AI produce the new vehicles/infantry/structures that a mod adds to the game?
The AI already builds some of the new structures my mod has. I did very little (practically none at all) rules ini editing for that. But the AI in my mod NEVER produces new vehicles or infantry. Plus, I would like to have more control over what structures the AI builds.
I know the AIMD.ini file is used to tell the AI what units to use to attack with, but does making taskforces here cause the AI to actually produce the units first? Or do you have to separately tell the AI to build the units first?
Put simply, "I made a new tank. How do I make the AI build it?"
Thanks in advance 
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07-14-2004, 09:50 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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1. Read the DZ's AI.ini guide.
2. Look through the original AI file to understand how it works.
3. Get my AI editor (V1, not the alpha V2). */me points at own sig* */me realizes that he has no sig* */me makes this post to get the sig at last*
Use it only to preview the AI, don't change anything yet.
4.* When you feel sure you know what you're doing, try modifying something (AI editor V1 has some bad habits, so you should edit the ai in notepad/editpad/wordpad and only preview it in V1.. sorry, I won't fix those bugs in V1 - already working on V2).
5. Stuck? Ask us.
*Another way would be to use FA2 to make AI coding in one map and then copy-paste it into ai(md).ini.
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07-14-2004, 11:05 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Or search for a tutorial.
@DCoder: Point 4 isn't actually good advertisement for your work 
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07-14-2004, 11:18 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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@Ren: better that, than hearing "the stupid program screwed up my AI and now it doesn't work, b00h00" :P
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07-14-2004, 02:35 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Pfft...that's one user complaining. Must be an operating error.
@Whiteboy: Scroll down on http://www.ppmsite.com/, they've got several AI-tutorials in their "Red Alert 2" block.
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07-14-2004, 03:19 PM
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#6 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Ren, did you mean http://www.ppmsite.com/ ?
Quote:
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Originally Posted by DC
so you should edit the ai in notepad/editpad/wordpad
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Still thinking XCC INI Editor is better...
Quote:
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Originally Posted by Whiteboy
Plus, I would like to have more control over what structures the AI builds.
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This can't be altered in the ai(md).ini, only units there. However, you can control what structure the AI build in the rules :
1) If you want it to build 1 instance (and only 1), set the AIBuildThis=Tag to yes.
2) If you want multiple instances of structure type which already have AIBuildThis=yes, just create a dummy structure (copy-paste) making sure it has TechLevel=-1.
3) For general defensive structure (IsBaseDefense=yes), put the correct Anti*Value= for each one, and make sure the AIForcePredictionFudge= is as low as possible. Note this doesn't work if you enable the AIGenerals
4) Although I don't know if it still works, you can tweak the end part of the [AI] section.
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07-14-2004, 05:27 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Obviously, the board punishes proper punctuation. :wtf:
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07-14-2004, 05:38 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Quote:
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Originally Posted by Renegade
Obviously, the board punishes proper punctuation. :wtf:
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It's the way the bbcode is processed. Next time put the url inside [ url ] tags. For example,
which gives http://www.ppmsite.com/,
or
which gives ppmsite.com,
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07-14-2004, 05:56 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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Quote:
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Originally Posted by Kravv
Next time put the url inside [ url ] tags.
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Why, is there another way to do it ?
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07-14-2004, 06:07 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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For convenience. So that it will make URLs clickable without having to use the bbcode, yet when you want to do it another way you can.
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