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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 09-11-2004, 05:52 AM   #1 (permalink)
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Default Threat Rating Node

The threat rating node in TS made the hunter-seeking amazing but did it also affect unit actions/defenses?

If so couldn't you like add it in say RA2 so your base defences concerntrate on big threats or something or like make the a.i. pick fights it will win, etc
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Old 09-11-2004, 07:31 AM   #2 (permalink)
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I did add it to YR. Tweaking those coefficients did show a huge boost in the AI's behaviour. Like I fortified one of the two bridges, which the AI preferred to use for it's units, and then it turned around to use the other bridge. It starts evading my base defenses and stuff. I dump a threat in it's path, it turns away from it (as logn as the TeamType is set to AvoidThreats). Overall it is damn cool. Even AI harriers evade my samsites. Fun. Only problem is that when I tell my tanks to go squishy squishy, they don't go towards it in the straight line, it will attack it from the side, usually missing 5 or 6 other squishable guys it could squish if it went straight.

The cool thing is that it works ok without even building the node building, but it works even better after building it. Must have knocked those coefficients too much... :P
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Old 09-11-2004, 10:55 AM   #3 (permalink)
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How did you add it to YR and what coefficients are you talking about? I looked through the rules.ini for TS and found only one mention of the node:

"; OBSOLETE Upgrade No. 1 for GDI radar
[GAPLUG1]
Name=Threat Rating Node
Image=GAPLUG_D
Prerequisite=GAPLUG
TechLevel=-1
Armor=wood
Sight=1
Owner=GDI
Cost=500
Points=30
Power=-20
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
PowersUpBuilding=gaplug
PowersUpToLevel=-1
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsThreatRatingNode=true"

I couldn't find any mention of the tag in rulesmd.ini and DZ says it's obsolete as it is residual from TS:

"IsThreatRatingNode=
Residual from Tiberian Sun (in which it did not appear to work). If set to 'true' on a BuildingType the effect is that enemy target and movement lines are displayed to you when the structure is selected."

There has to be something I overlooked or... or... something. Enlighten me, DCoder.
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Old 09-11-2004, 11:19 AM   #4 (permalink)
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Quote:
Originally Posted by my rulesmd.ini
MyEffectivenessCoefficientDefault=2.0
TargetEffectivenessCoefficientDefault=0.2
TargetSpecialThreatCoefficientDefault=2.0
TargetStrengthCoefficientDefault=0.02
TargetDistanceCoefficientDefault=0.1

DumbMyEffectivenessCoefficient=2.0
DumbTargetEffectivenessCoefficient=2.0
DumbTargetSpecialThreatCoefficient=2.0
DumbTargetStrengthCoefficient=2.0
DumbTargetDistanceCoefficient=0.1

EnemyHouseThreatBonus=4.0
That's what I'm talking about. The node building itself might be nonfunctional, but these coefficients impact the AI behaviour very much. I think I can dig up an old version of my mod and test it with and without that building...

The description says it's also supposed to act as yuri's psychic radar does - pinpoint enemy movement. That is no mystery, it can be coded.

Oh, and I added ThreatAvoidanceCoefficient= to every unit, which appears to work as their chance to avoid threats, as bigger value means the unit will more effectively evade them.
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Old 09-11-2004, 11:32 AM   #5 (permalink)
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This will come in very handy. Danke.
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Old 09-13-2004, 07:43 AM   #6 (permalink)
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Thanks Dcoder, its good to see some pratical residual code still works

I asked the cos I was reading a old tutorial for it that deezire made :lol:

The threatavoidance cofficient is probably best for MCV's, harvesters and engineers as long as they have avoidthreat=yes for teamtypes in A.I. case rite?

Does it affect human actions in a benefical way?
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