I know it's kinda self-explanatory, but I don't know why I'm getting confused. So, if I set it to some big number like 999999999999, it will take this much frame to load the mind control link? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Oh, it's just visual stuff. Tells for how many frames to display that line between controller and target that briefly appears when mind controlling something (not the line that's always drawn when you have a controller selected when it's controlling something) _________________ QUICK_EDIT
Thank you very much Starkku. That explains it. I thought it was for the mc-link that is always drawn when you select the unit. Would be nice if we could remove the link or replace it with a custom animation like in the pre-release screenshot. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
I hope it's okay to use this topic instead of making a new one.
Next question. After a coincidental testing, I found out that you can't get units from crates if you have 50 VehicleTypes existing on the map.
And by you, I mean you own them. Not sure about InfatryTypes though.
Tested in vanilla YR with Ares, no AI. Not sure if AI's units are also counted. Why so actually? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 03, 2012 5:59 pm Post subject:
http://forums.renegadeprojects.com/showthread.php?tid=1128&pid=12888#pid12888 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Thanks Graion. It will get a full rewrite in Ares right? Has it started?
And one more thing. What is the default value of CrateGoodie? Modenc says it defaults to yes.
I tested it by making that you can get just one unit from the crate, and I commented out CrateGoodie.
The game freezes and my laptop gets a massive lag. I'm assuming it defaults to no instead of yes. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 04, 2012 11:22 am Post subject:
Could be... haven't checked it out. Maybe on a day I will.
No, rewriting crate logic haven't started yet... but I might start it due to either I hack the logic to madness to make it compatible with AE either I just rewrite it from scratch.
We'll see. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
ModEnc says that it's a weapon and warhead flag. But from my tests, it seems to only work on weapons.
Can I get confirmations? If I'm right, I'll edit ModEnc's info. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Bright does actually work in warheads but its only apparent in limited applications and easily is missed, what I've noted and thus its use its not of major use in warheads. QUICK_EDIT
I hope it's okay if I use my old topic. It's just a minor question so I don't want to make a new topic for it.
Was going through Deezire's AI guide and I was reading about scripts. Is it a must or is it okay if I do not use the numbering system that Westwood use? Can I just use the normal indexes without having any problems? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 29, 2012 9:48 am Post subject:
ScriptTypes have a list... and those hex strings are IDs, not indexes. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Aug 30, 2012 7:51 am Post subject:
Oh, that.
DCoder wrote:
AI:
Script Actions:
Attack Enemy Structure, Move To Enemy Structure, ChronoSphere to Enemy Structure, Move To Friendly Structure:
argument is the building's index in the [BuildingTypes] list, with one flag having four possible values:
Values:
Value 0 - pick structure whose position poses the least threat
Value 1 - pick structure whose position poses the most threat
Value 2 - pick structure which is closest to you
Value 3 - pick structure which is the farthest away from you
In hexadecimal, the result is argument = flag * 0x10000 | buildingIndex.
In layman's terms, at first the argument is the building's index. Add (Value * 65536) to the index to get the final argument you should use. This sets a theoretical limit of max 65536 (#0 - #65535) BuildingTypes in the game, should you feel insane enough to try that.
Don't forget, the index is meant as the index on the internal array.
If I understand you correctly then no you have to use the WW numbering system.
The numbers used in the BuildingTypes list are not used by the game, they are just a reference to keep the inis tidy. When the game loads the ini files into memory it then creates it's own numbered list which it uses for things list the scripts.
For example the first building listed in the BuildingTypes could be blabla=GAPOWR etc but 0=58,blabla wont work, it has to be 0. _________________
@Both of you: I know the game uses it's own internal array guys. I think I've read almost all technical topics I can found.
@Graion: Anyway, do the IDs have to be written in hex strings?
@Mig: So, I don't have to use the '131072 and the likes' plus the building's index system? Just use the building's index directly right? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
You can just add the structure according to your BuildingTypes list, I do the same in missions.
The taskforce will however attack the one closest to it. _________________
do you mean that, for example, the allied construction yard is 1=GACNST on the [BuildingList], you must put in [ID]
0=58,0
and when you want the ai attack the soviet construction yard and is 58=NACNST in the [BuildingList], you must put in
[ID]
0=58,57
because as far as i know, the list starts with number 1, but when read by the ai or by the system, it starts with 0 right? Sorry for the confusing grammar. i make ai scripts like that and it works pretty well.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Aug 31, 2012 9:37 am Post subject:
@Krow, no, the IDs are in decimal form.
@geof101, dump the BuildingTypes, that'll tell.... oh wait, you use NPatch. Yes, the internal array starts with 0, not 1. (That's why I sometimes dump types using Ares and replace my arrays with the dumped... it makes me sure I always have the correct indices) QUICK_EDIT
You can use any text you please more or less for TeamType/TaskForces/Scripts/AItrigger IDs, Westwood decision to use that particular hex string style may have been intentional to keep the IDs from being repeated accidentally by dumbhead AI writers or simply feature of the tool they used to build the AI ini
As long as all are properly added to lists and linked, they work just fine generally.
Else references to buildings and such tend to be by index system, generally indexing is basis for a lot of things in the game and why it epicly fucks up too when modded/altered. QUICK_EDIT
for me, i use the names of tank or codes for teams, like when the teams are composed of tesla tanks, i use [TESLTANK-A] for task force, B for scripts, and C for team. that way, it's not that confusing, well for me
but, does it really need an 8 character, a dash, and a single character? for the IDs i mean _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 02, 2012 9:47 am Post subject:
No, total length is 23 characters, how you use it up does not make a difference. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 02, 2012 10:15 am Post subject:
Yea. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Of course they work just fine, its just some of us knew it didn't matter much what they had but most draw conclusions wrongly from what Westwood did. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Sep 03, 2012 4:51 pm Post subject:
ApolloTD wrote:
Of course they work just fine, its just some of us knew it didn't matter much what they had but most draw conclusions wrongly from what Westwood did.
During editing of the TI AI I ran into the funky bug that FUBAR'd the whole AI, and I was using custom ID's. After trying all kind of fixes, this was one of the remaining things that was to be considered 'odd'. If everything else fails, you will begin to doubt the slightest changes I made. Of course, looking back I know it shouldn't have mattered, as my TS/RA2 AI uses a lot of custom ID's. I began to doubt again when I read some stuff on ModEnc, so I wanted to make sure what was correct QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum