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Forum Members: 18,581
Total Threads: 8,667
Posts: 94,503
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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. |
07-27-2004, 06:00 PM
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#11 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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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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07-27-2004, 07:21 PM
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#12 (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 ziggy
Just comment it out Infraid like it was originally
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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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07-27-2004, 07:24 PM
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#13 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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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07-28-2004, 03:08 AM
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#14 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Please, wait a second DZ !!
Can you tell us more about the mysterious [@] section ? 
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07-28-2004, 06:58 AM
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#15 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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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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07-28-2004, 05:23 PM
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#16 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Quote:
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Originally Posted by Infraid
Please, wait a second DZ !!
Can you tell us more about the mysterious [@] section ? 
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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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07-28-2004, 07:14 PM
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#17 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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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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07-29-2004, 01:26 AM
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#18 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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You sneaky weasel Ren.
<_<
>_>
I thought of that idea first! 
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07-29-2004, 03:40 AM
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#19 (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 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.
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Understood. Thanks DZ ! 
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08-10-2004, 02:21 AM
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#20 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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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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