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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 12-15-2005, 01:53 PM   #1 (permalink)
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Default ai triggers-new-feezing game

i Have been trying to add new ai triggers in yuris revenge-got the new ai edit
the game runs fine the ai builds and uses the new units and buildings but at
the point where it sells out or just shortly after selling out for final attack it freezes-if i put original aimd.ini back it it works fine.- if i use the new units but the ai does not it works fine-i also have the edit encyclopedia and have
got all the tutorials i could find-at end of rope what is the deal?
anyone any ideas?
please?
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Old 12-16-2005, 06:00 AM   #2 (permalink)
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What does the "Validate" fuction tell you?

Does your improved aimd.ini include all the code that was in the unmodded one?
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Old 12-16-2005, 06:53 AM   #3 (permalink)
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I had the same prob with the first ai edit-(all the unused stuff was still in aimd)-after getting the new ai edit and using the validate I removed the unused(validate says no errors)so other then the unused stuff the aimd is the same-and i tried listing all the ai triggers in the map file and setting ignore aiglobals -yes and still got the same results.it is really strange to me why it works up to the point of sell all or maybe 30 secs after;it never freezes before that
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Old 12-16-2005, 07:16 AM   #4 (permalink)
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here are the current triggers
MLTNEW01-G=Allied Jeep Patrol,MLTNTT01-G,<all>,3,1,GAWEAP,0100000003000000000000000000000 000000000000000000000000000000000,70.000000,60.000 000,500.000000,1,0,1,1,<none>,1,1,1
MLTNEW02-G=Soviet Jeep Patrol,MLTNTT02-G,<all>,3,1,NAWEAP,0100000003000000000000000000000 000000000000000000000000000000000,70.000000,60.000 000,500.000000,1,0,2,1,<none>,1,1,1
MLTNEW03-G=Yuri Jeep Patrol,MLTNTT03-G,<all>,3,1,YAWEAP,0100000003000000000000000000000 000000000000000000000000000000000,70.000000,60.000 000,500.000000,1,0,3,1,<none>,1,1,1
[MLTNTT01-G]
Name=Allied Jeep Patrol
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<all>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=no
Priority=1
Max=3
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=yes
OnlyTargetHouseEnemy=no
Script=MLTNAS01-G
TaskForce=MLTNTF01-G

[MLTNAS01-G]
Name=Allied Jeep Patrol
0=14,0
1=43,0
2=58,2
3=5,3
4=58,6
5=5,3
6=58,3
7=5,3
8=58,7
9=5,3
10=58,1
11=5,3
12=6,2

[MLTNTF01-G]
Name=All Jeep Patrol
0=1,JEEP
1=5,GIMIN
Group=-1

the sov and yuri teams are the same except for script
the units in rulesmd and relavent artmd stuff is all listed(course i know it is not any
of that or there would be problems before the sell all point
have tried this trigger setup with only the allies in (no yuri or sov triggers or teams)
still the same prob
also tried setting up team and trigger not a base defense-same result
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Old 12-16-2005, 11:11 AM   #5 (permalink)
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Not sure if this is the bug here, but use only 0-9 and A-F characters for Tasks/Scripts/Teams/Triggers names.

Also, cript is somewhat long. If you want to create patrols just use Scout Action and then go to line action. It will repeat it then. Also, what is that action 58? I forgot, is it move-to-friendly-structure?
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Old 12-16-2005, 01:55 PM   #6 (permalink)
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yes 58,# = move to fiendly struct #is a menu list in the new ai editor
also i wondered about the hexadecimal naming but the editor says this is not strictly
required;my first triggers were all named by taking the last name from list(taskforces,scripts etc) and adding 1 with the windows calc.
i.e. were all hex names to begin with
still had same hang,and i still wonder at it running fine (even for hours) and only freezes
when ai enemy sells out(sell all)mostly this happens about 30 seconds after selling;
only soldiers and ore miners left
in ref to long script it uses this with no prob it would seem-unit endlessly moves from struct to struct-pausing and attacking anything that comes in range-since my new jeep is as fast as an ifv it is the first unit to make it to my base after sell all.
will try the naming issue again though.
thanks to all for the input-hope i get a workable solution soon so i can finish my mods-as i said they work great for human players
old style fighter plane-corsair
old style bomber-b17
deploying units-
field artillery
laser cannon
4 barrel ack ack
jeep w 50 cal mg
tomahawk missle launcher(range = inf) still subject to aa fire
infantry-
mini gunner - gi
medic
mirage sniper
mirage sniper
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Old 12-17-2005, 05:00 PM   #7 (permalink)
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a related question;
is the game hard coded for a set number of triggers?
i think it was 165 ai triggers to start and some were not used,
if i add new ones do they have to replace originals?
cause I have just been adding them.
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Old 12-18-2005, 11:17 AM   #8 (permalink)
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No, I have about 800 new triggers already, and Deevious AI has many more with no bugs.
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Old 02-01-2006, 05:21 PM   #9 (permalink)
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Quote:
Originally Posted by Karan Sjet";p=&quot View Post
No, I have about 800 new triggers already, and Deevious AI has many more with no bugs.
Where do I find this?
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Old 02-02-2006, 01:27 AM   #10 (permalink)
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Deevious AI is at this, at downloads(Deezire RA2/YR mod), also in Unofficial Mini-Patch- www.marshall.cannis.net
and there are other mods with good AI like DCoder´s AI mod- www.dcoder.cannis.net and Sudden Strike- do search at www.revora.net
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