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Forum Members: 18,617
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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. |
05-09-2005, 12:42 AM
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#1 (permalink)
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Junior Member
Join Date: May 2005
Posts: 20
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DeeVious AI ?'s
Is there a version of the DeeVious AI somewhere that has comments in it, or at least names for the triggers, teams, scripts and taskforces ? Or will I just need to analyze each part to see what it does ?
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05-09-2005, 04:00 AM
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#2 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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whats this deevious AI?
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05-09-2005, 05:24 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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DeeVious is DeeZire's hand-made AI.
And no, such a version can only possibly exist in DeeZire's hard drive, but I don't think he'll give it to anyone. So, you'll have to analyze it for yourself. AI E v2 (*points at sig*) can be incredibly helpful at that.
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05-09-2005, 06:42 AM
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#4 (permalink)
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Junior Member
Join Date: May 2005
Posts: 20
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Yes, I know, I'm already using that and it is really helpful. Just wanted to see if I could save some time by not having to rename everything to keep track of how it all works. I'm not planning on releasing a mod of any kind, just wanted to write my own AI and since his looks like it was built from scratch or is mostly added parts with some of the original, and because it works pretty good I thought I would use it to get some ideas or use some of it in mine. With his comments or names it would be easier to see what his intentions were, but I guess I'll just have to go with what's there.
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05-09-2005, 08:15 AM
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#5 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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it mostly nifty copy + paste and some varied scripts and triggers.
USE THE AI GUIDE that DEEZIRE RELEASED OFFICALLY and some imagnation.
Also they are several tags in rules/rulemd which affect AI behaviour which you will learn from his GUIDES.
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05-09-2005, 08:29 AM
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#6 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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most common 1 being AIBasePlanningSide= on Structures
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05-09-2005, 08:37 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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I was actually referring to TeamDelays and that big section called [AI] but that helps too 
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05-09-2005, 09:02 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
Originally Posted by AlliedG";p="
it mostly nifty copy + paste and some varied scripts and triggers.
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This sort of diminishes it, it does represent an awful lot of work and testing, especially in tweaking/testing/tweaking/testing/etc the actual script sequences and teamtype properties to make the attacks as effective as they are.
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05-09-2005, 09:09 AM
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#9 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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of course but essentially that was the basic root.
Understanding how the AI system works and utilising it.
A lot of its effectivness also emerges from the fact of several pool teams and the usage or never used except in singleplayer scripts and supporting teamtypes.
Of course I'm not saying that it takes 5 mins to make this file, hell no, in fact AI should be the last but biggest priortiy on the list.
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05-09-2005, 01:47 PM
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#10 (permalink)
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Junior Member
Join Date: May 2005
Posts: 20
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I've already read the whole AI guide and most parts of the rules guide dealing with AI several times, and have modified both of the files some already, so I understand how the AI system works. I was mainly using the DeeVious AI to see good ways to do specific actions since I already know it takes alot of work to get everything to work just right, then maybe using some of the Triggers>Teams>Scripts>Taskforces whole, or just the parts of them that I liked. As far as rulesmd I've already made some changes, but there were some that I couldn't figure out from the guide such as:
FillEarliestTeamProbability= 100, can lowering this make the AI sometimes change the timing order of building its TeamTypes if another TeamType with a higher priority is triggered or does it do something else ?
AI Trigger Weighting Parameters - what does the AI use to determine the success/failure of a trigger ? is it based on if it finishes its script or starts the last line of its script, or is it a "smart" evaluation based on the specific actions of the script ? Also wouldn't AITriggerTrackRecordCoefficient need to be be raised from its default of 1 to make this section of much use ? If this was raised and there was an adequate number of triggers and teams would it make the AIGenerals section more effective when activated ?
Last but not least, in the AITriggerTypes code could it be possible that the super long line of 0's is used for combinational 'AND' logic ?, since the extra zero's are three more sets that are each 16 places long like the first set that is used, making enough space for one of each kind of Tech Type. This would also explain why they have the same value as pool teams. Has anyone tested something like that by putting multiple values in the Tech Type field ? It would be nice if there was a way to do AND logic instead of just the OR logic of the list of triggers so that more complex trigger conditions could be set.
Anyways, I've gotta go "re"name everything in the DeeVious AI and come up with some more crazy ideas.
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