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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 03-28-2005, 07:19 AM   #1 (permalink)
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Default General AI question thread.

I am getting almost nowhere with the AI. :/

There is nothing wrong with the AI's tasforces. The problem is, how the moron AI uses them.

The most annoying thing is this: for example, group of tanks attack. One tank gets hit by enemy unit/defensive building. It retaliates. But 95% of the time the unit which retaliated, will be dead anyway.

---> Is there any way to get the WHOLE tank group to retaliate when one of it's team members gets hit by the enemy? When the whole tankgroup would retaliate it would be much more effective. And when the attacker would be gone, they would simply continue their current script. If I remember right, Tiberian Sun AI did this, but I can't seem to get the Red Alert AI understand this.

And now I am asking for some small AI editing tips.
What have u noticed to be effective AI attack?

For example, I have made many power attacking teams, because they can really cause much trouble, specially to human player.
And anti super weapon/C-Yard teams.
And many teams with simply script "attack anything"...Cause that seems to work most often.

But if u have any good ideas, suggestions and no better way of using ur time, please tell me few.
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Old 03-28-2005, 11:52 AM   #2 (permalink)
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Aggresive=no
Suicide=yes

This would make the units NOT to retaliate against anything, but continue in it's mission.

AvoidThreads=yes

so the attacking teams will try to Avoid Threads ( when possible ) or at least to attack in the weakest point. ( notice "IT WILL TRY", but not always really doing it in the smartest way )
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Old 03-29-2005, 08:11 AM   #3 (permalink)
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Thx.

I just wish somebody would knew whether the "group retaliation" is possible.

And the "AvoidThreads=yes" -tag could definetaly be useful for some teams.
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Old 03-29-2005, 02:49 PM   #4 (permalink)
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If the team is Aggressive=no and Suicide=no, then the members of the team should engage anything that comes within its weapon's range. Or, within their GuardRange=, which is used as an override.

There is no option for all members of a team to come to the rescue of a member which comes under attack. It is admittedly one of many possible options that are lacking. If this is the way you want the team to behave, then selecting members of the taskforce by similar weapon ranges and unit speeds can help to simulate this effect.
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Old 03-31-2005, 03:06 PM   #5 (permalink)
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Quote:
Originally Posted by CannisRabidus";p=&quot View Post
If the team is Aggressive=no and Suicide=no, then the members of the team should engage anything that comes within its weapon's range. Or, within their GuardRange=, which is used as an override.
Aggresive=no or Aggresive=yes to engage anything ?
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Old 03-31-2005, 04:18 PM   #6 (permalink)
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Aggressive=yes means follow the script unless attacked, and if attacked then retaliate.

Suicide=yes means follow the script no matter what.

However Aggressive=no/Suicide=no teams don't really matter much unless the units in the taskforce have OpportunityFire=yes, since as they are moving along, they aren't going to simply break off from their script and go attack something.
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