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Is there a way to make AI auto destroy terrain object?
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ForceDot
Vehicle Drone


Joined: 09 Oct 2015

PostPosted: Sun Oct 22, 2017 3:11 pm    Post subject:  Is there a way to make AI auto destroy terrain object? Reply with quote  Mark this post and the followings unread

Terrain object such as tree, street lamps are main obstacle of expanding base in many maps.
So is there a way to make AI auto destroy terrain object? Any idea?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Oct 22, 2017 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. Edit the map.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Oct 22, 2017 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
No. Edit the map.

And remove the terrain? #Tongue

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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 22, 2017 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

give the AI buildings a widespread dummy weapon, that fires occasionally and has on its warhead
Sparky=yes
Wood=yes
and other keys to make sure trees get slowly destroyed by the dummy weapon. Use the Verses to make sure only trees and no other stuff gets damaged.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Oct 22, 2017 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

^ I tried this before and AI's units move back and forth crazily as if they were hit constantly regardless that the warheads don't damage them. And this doesn't happen to player-controlled units.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Oct 23, 2017 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
^ I tried this before and AI's units move back and forth crazily as if they were hit constantly regardless that the warheads don't damage them. And this doesn't happen to player-controlled units.

CHK [IQ], and change one/some of them to 0 (don't have 'em in my head). That'll do the trick.

"Human players have an IQ of 0"

EDIT: just CHKed. Set [IQ].Scatter=0 ;

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 23, 2017 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
^ I tried this before and AI's units move back and forth crazily as if they were hit constantly regardless that the warheads don't damage them. And this doesn't happen to player-controlled units.

if the dummy weapon can kill trees with a single shot, it would be enough to let the dummy weapon fire only once.
So each placed building would clear the area around it only one time. -> No constant unit hits.

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ForceDot
Vehicle Drone


Joined: 09 Oct 2015

PostPosted: Tue Oct 24, 2017 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tried em to utilize a weapon that verse= 0% with Wood=yes and Wall=yes at all and autofire but it don't do anything. (I know the weapon are fired due to firing animation)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 24, 2017 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trees (TerrainTypes) have by default Armor=wood, unless you give them some other armor.

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