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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 07-27-2004, 06:00 PM   #11 (permalink)
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I tryed once to remove this [@], but I get IE...or maybe it was only an Quit-to-Desktop...but was something bad, anyway... don't remember if when I started the game, or a little later...
But maybe the error had nothing to do with [@]...don't know... I didn't insisted "playing around" with it...
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Old 07-27-2004, 07:21 PM   #12 (permalink)
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Quote:
Originally Posted by ziggy
Just comment it out Infraid like it was originally
Originally, [AIGenerals] is still here while its content has been commented. What I'm wondering now is : is it enough to prevent the engine to use the AIGen logic ?
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Old 07-27-2004, 07:24 PM   #13 (permalink)
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Its better to write your own AI rather than 'borrow' somebody elses - mainly because only the original author can truly know how his AI works, so using someone else kinda defeats the object of writing your own.

I spent some serious time and effort on the Deevious AI, please leave it as mine

Sorry!
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Old 07-28-2004, 03:08 AM   #14 (permalink)
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Please, wait a second DZ !!

Can you tell us more about the mysterious [@] section ?
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Old 07-28-2004, 06:58 AM   #15 (permalink)
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Damn, I'm doomed. I don't have "serious time"... damn I say again. *Ponders* "will my mod ever have AI?"
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Old 07-28-2004, 05:23 PM   #16 (permalink)
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Quote:
Originally Posted by Infraid
Please, wait a second DZ !!

Can you tell us more about the mysterious [@] section ?
IIRC Im sure it was leftover code from the Dropship Loadout feature of TS - in the absence of any predefined codes in the map file, the [@] section in the AI.INI file was used instead. I think I left it in as part of trying to get Chrono Reinforcements to work, which relied on the same logic.
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Old 07-28-2004, 07:14 PM   #17 (permalink)
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(Remember this, people...if we ever need the One here again, just try to take away his stuff )
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Old 07-29-2004, 01:26 AM   #18 (permalink)
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You sneaky weasel Ren.

<_<

>_>

I thought of that idea first!
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Old 07-29-2004, 03:40 AM   #19 (permalink)
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Quote:
Originally Posted by DZ
IIRC Im sure it was leftover code from the Dropship Loadout feature of TS - in the absence of any predefined codes in the map file, the [@] section in the AI.INI file was used instead. I think I left it in as part of trying to get Chrono Reinforcements to work, which relied on the same logic.
Understood. Thanks DZ !
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Old 08-10-2004, 02:21 AM   #20 (permalink)
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I'm seriously thinking of making an AI Writer program, which will randomly create TaskForces, TeamTypes and Triggers using existing Scriptypes and write a functional ai(md).ini file with mod units. This will save a lot of time for modders (especially me, who knows abt AI editing, but dont want to spend 'serious times' on AI editing). Think of it, u click a button and a new AI ini file is ready with hundreds of new TaskForces with hundreds of new triggers
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