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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. |
02-16-2006, 11:28 PM
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#1 (permalink)
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Junior Member
Join Date: Feb 2006
Posts: 7
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Some Editing Questions that I can't figure out
Okay, I know how to edit them. I know how to create new task forces, assign triggers and make them work, all that crap. But here are my questions.
1.) How do I get the computer to build more warfactories! I go to the section and edit the ratios and the max number of weapons factories they can have, but they still only buld one, yet they still build like 4 refineries even though the numbers are exactly the same!
2.) I want to be able to get desolators to attack by deploying like the GI do for the computers. I've looked through both the GI's information, and the Desolators information, and the only differences I noticed that would effect deployment are the weapon stats. The para has a higher damage than the M60, and longer range. So I switched it so the desolators weapons were just like the GI's in forms of statistcs, still didn't work. So how do I get the damn desolators to deploy when they attack infantry/tanks?
Everything else I think I can figure out, I just can't get those 2 for the life of me!
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02-16-2006, 11:48 PM
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#2 (permalink)
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Junior Member
Join Date: Feb 2006
Posts: 7
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Oh yeah, and I had another one I couldn't figure out... Sorry...
I have task forces that involve tanks, flaktracks, and infantry. When I tell the group to "load up" with that script number, the tanks try to get in the flaktrack even though I changed the size of the rhino tanks to 6 temporarily... any way to fix that so the infantry go inside?
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02-17-2006, 02:15 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Make dummy clones of the warfac, that only AI can build. But be warned, all factories under AI control behave like Cloning Vats - they all build the same unit simultaneously. Especially ugly if you give the AI multiple conyards.
Explicitly code the Deso to "Deploy" or put it in guard mode and enable the CellInset. Deso is a special case anyway.
Loadable taskforces must not include any units except the transport and the passengers, else the AI goes bananas. If you must have other units in the team, you can attempt to Recruit the loaded transport into another team, but there is no guarantee the AI won't attempt to recruit an empty transport.
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02-17-2006, 03:13 AM
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#4 (permalink)
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Junior Member
Join Date: Feb 2006
Posts: 7
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I kinda figured that thing about the warfactory... that's annoyingly stupid, but I guess it's the only way to make them actually keep up after a certain amount of game time...
My current coding for the desolator I don't like. I have them attacking infantry (assuming to be fodder) and then deploying once all infantry is destroyed. Problems arise when there are other desolators (thus never killing all infantry) infantry scattered in other places of the map, thus leaving the tanks alone and finding random dogs that have finished scouting, and so on. but that's not what I want. I want it to be able to either A.) Deploy after being shot instead of attack the unit with it's RadCannon. B.) Use it's deployment as it's form of attack instead of it's RadCannon. or C.) Some how be able to make them deploy, then move, then deploy, then move, then deploy, or at least have them move close to some enemy units before deploying.
As for the recruiting thing. I will look in to that. The main reason I wanted to be able to do that is because I didn't want fodder to be left behind in a tank battle, but once the flak tracks died, just have them explode out. Obviously it can't be done :-/
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02-17-2006, 05:49 AM
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#5 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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Quote:
Originally Posted by DCoder";p="
all factories under AI control behave like Cloning Vats - they all build the same unit simultaneously.
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sigh, stop giving out inacurate info. i know it has a simular effect, which can be confused by this, but as i've explained before, the same unit doesn't have to come out simultaneously... yes both build stuff at the same time, and yes, more often enough it is the same unit. but this is because the AI treats it as a seperate AI, and since they are both in the same situation, they often decide to build the exact same taskforce at exactly the same time. sometimes this is not the case.., and 2 different things come from the 2 war factories...
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02-17-2006, 06:58 AM
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#6 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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it just makes the AI cheat and build doubles 99.9% of the time
the desolator, hello ra2 scripted ai based upon a TS engine which itself is based upon RA1 engine (hello unused follow scripts ....)
besides once they deploy they would probably like never undeploy and thus they would nerf there own attack forces.
the only iraqi triggers is desos by battle lab for this reason.
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02-17-2006, 08:48 AM
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#7 (permalink)
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Junior Member
Join Date: Feb 2006
Posts: 7
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So in other words, everything I've been trying to figure out with the desolators is hopeless...
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02-17-2006, 07:21 PM
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#8 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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Quote:
Originally Posted by Tapion013";p="
So in other words, everything I've been trying to figure out with the desolators is hopeless...
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basically yes unless its a mission (like ra2 allies free saint louis where the desolators just sit there so your inf can't pass through)
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02-17-2006, 08:22 PM
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#9 (permalink)
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Junior Member
Join Date: Feb 2006
Posts: 7
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I know how to get them to deploy. It's not that hard. But how come you can't make them behave like the GI do? When under the AI's control, they always deploy to shoot until their target has been destroyed, or has moved out of range, in which case it undeploys, moves, and deploys again.
Also, I tried creating a dummy war factory... apparently I didn't know how to do it, and I got it so that Human players could build it too, and it had one of them "cameo missing" icons which means I messed that up somewhere too. Any advice on creating a dummy warfactory?
I'm also creating a lot more task forces, and some of the triggers aren't working well. Like they don't create IFV's when I build a kirov, or once I hit 5 rocketeers, they don't build IFV's either... Are triggers just stupid sometimes? (I have autocreate off for every teamtype)
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02-18-2006, 12:46 AM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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[GADUMWF]
Image=GAWEAP
TechLevel=-1
AIBuildThis=yes
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