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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. |
03-12-2005, 01:36 AM
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#1 (permalink)
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Junior Member
Join Date: Jan 2005
Posts: 14
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AI Question
I've been working on the Aimd file to make the soviets build as much as 10 kirovs in the Brutal difficulty level. But the AI doesnt seems to repeat this action. i mean they seems to use this action once. After Building 10 kirovs the computer then attacks the enemy base and after that when all the kirovs are down the computer doest build kirovs anymore.
Is there anyway to make the AI do this action many times?
heres my code:
[0CA0380C-G]
Name=Soviet Kirov Hard
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=yes
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=yes
Priority=5
Max=5
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0612EDBC-G
TaskForce=0EC7935C-G
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03-12-2005, 03:18 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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Check the Trigger Probabilities. It is most likely the MinProb == DefaultProb, therefore failing to complete the Script disables this Trigger for good.
(Yup, I should add a notification about this in the next ver of AI E V2 ...)
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03-12-2005, 03:43 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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*looks at AI code*
*wishes he knew what it all means*
*wants a reply in this CGEN thread - urgently*

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03-12-2005, 12:45 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Like DCoder said, also increasing the weighting of the AI trigger that calls this team would do what you want.
Seeing the team code, I would reduce Max= to 1, Annoyance= to no, and AreTeamMembersRecruitable= to yes. I might make other changes too but it depends on the script.
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03-13-2005, 04:17 AM
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#5 (permalink)
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Junior Member
Join Date: Feb 2005
Location: Private Secret Location: Private Secret Location: Private Secret Location:
Posts: 15
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Hi there
when AI captures an construction yard they sells it immediately
does it possible to prevent them from selling it if it is from opposite side, so they can use it
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03-13-2005, 04:53 AM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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What for? Other side's base defenses are not THAT useful... And you can force the AI to build other side's units anytime you want.
In short, not unless you make it Unsellable=yes, which would mess up some human tactics. But then again, AI doesn't know how to undeploy properly, so the CY would remain in the core of the enemy base, allowing easy recapture and wasting AI's time.
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03-13-2005, 05:10 AM
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#7 (permalink)
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Junior Member
Join Date: Feb 2005
Location: Private Secret Location: Private Secret Location: Private Secret Location:
Posts: 15
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thanks for help But my real question is: can i have some other way to prevent the AI form selling some building than Unsellable=yes ?
IMO: human players can sell it, but the AI can't
(or the best if they can, but not want to sell it just after they captured it)
not just about a construction yard
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03-13-2005, 04:14 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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No. Besides, Unsellable=yes won't prevent the AI from selling anyway. Only the lack of a buildup animation can prevent selling, and of course that affects human players too. Plus buildable structures which lack buildup animations make buggy things happen on the structure build menu.
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03-16-2005, 06:24 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Quote:
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Originally Posted by Cannis
Plus buildable structures which lack buildup animations make buggy things happen on the structure build menu.
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What kind of buggy things happen on the build menu?
I have noticed that, in my mod, I sometimes get an IE as soon as I place two certain buildings, and it just so happens that these buildings do not have buildup animations (I feel they don't need buildups at the moment - the gameplay takes priority over the graphical details).
Well, I actually lie - in order to make them sellable, I had to have a buildup. As such, I have a single frame invisible dummy SHP in the place of a full buildup animation. But this dummy SHP is not in the SHP (ts) format - it's just plain old SHP (unlike the rest of the animations). Could this fact be the cause of the IE I sometimes get when placing these certain strcutures?
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03-16-2005, 07:10 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Dude...if you know your buildup is so..."different", and you know that building got problems, why the hell haven't you replaced the buildup with a two-frame SHP (TS) yet?
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