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Forum Members: 18,537
Total Threads: 8,627
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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. |
07-30-2004, 11:35 AM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
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Auto repair
Does anyone know how to make buildings heal themselves when damaged (Click repair if the owner has enough cash and the building is damaged). I saw it in Purple Alert, and became dependant on it, but I have made my own private use mod, and can't do this anymore, but would really like to.
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07-30-2004, 12:42 PM
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#2 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Code:
[AI]
CreditReserve=10000 ;INF the computer repairs if credit is above 10000
[IQ]
RepairSell=0 ;INF the computer repairs for a human player
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07-30-2004, 02:13 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
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Thanks, this will be really useful.
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07-30-2004, 06:19 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Cool...never thought of abusing it like this...
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07-30-2004, 06:31 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Note that, under very rare circumstances, the AI might sell one of your buildings with this IQ setting.
For some reason, Westwood put the AI controls for repairing and selling into the same ini flag.
Westwood: "How's my programming? Call 1-800-DEV-NULL"
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07-30-2004, 11:35 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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If it doesn't happen too often, auto repair is a nice feature to be had.
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07-31-2004, 12:04 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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I heard somewhere that every other tags in the [IQ] section should be set to 5, for a better AI. Can anyone confirm this, please ?
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07-31-2004, 12:28 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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I don't see any difference between 5 and lower numbers... even the comments state that in skirmish, ai level is set to maximum, so it automatically utilises all of these functions. I have several other functions set to 0, like autocrush, contentscan, scatter, and they appear to add some brain to my units. Just don't put GuardArea into 0 - you'll be sorry when your prism force rolls off to hunt a pack of rhinos that are passing by (slightly out of the prism range).
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07-31-2004, 01:20 AM
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#9 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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Thanks DCoder for your tips.
I thought thoses comment weren't effective... In fact, it's as if there were only 2 different settings : also apply to human player, or not.
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08-02-2004, 09:03 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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There are other reasons why the AI controls have different levels. If you are making a single player campaign, you might want the AI to use some, but not all of the functionality.
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