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AI not using chrono APC
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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Sep 20, 2018 5:09 pm    Post subject:  AI not using chrono APC
Subject description: I guess its something to do with LOCOMOTOR and MOVEMENT codes
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here is my RULES code

===========================================


[IFV5]
UIName=IFV5
[/u]Name=IFV5
Image=CHOTRAN
Prerequisite=GAWEAP
Primary=HMG
Strength=300
Category=Transport
Armor=light
TechLevel=1
Sight=8
PipScale=Passengers
Passengers=15
DeployTime=.022
Speed=10
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=750
Points=20
ROT=5
TooBigToFitUnderBridge=true
Turret=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
Maxdebris=2
DebrisTypes=AXLE
DebrisMaximums=2
Unsellable=false
Crusher=yes
Teleporter=yes
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor
;Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
MovementRestrictedTo=Clear
ThreatPosed=60 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
Weight=3
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ElitePrimary=HMGE
;Bombable=no


pssssst the code is copied from ERADICATION WARS mod by SMRT133

==============================================


It works fine for me I mean it chrono moves perfectly but when I added it to the AI as a team they build it but never load the other members of the task force into it while I can as I mentioned

and here is the AI codes

====================================

  TASKFORCE

[0CE3754C-G]
Name=SUCIDE TEAM 1
0=13,ROCKET
1=2,TANY
2=1,IFV5
Group=-1

------------------------

  TEAM

[0AD4D7BC-G]
Name=Allied Tanya vs Soviet Con
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=yes
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=yes
Aggressive=no
Suicide=yes
Priority=25
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=yes
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0C954B4C-G
TaskForce=0CE3754C-G


-----------------------------------


SCRIPT



[0C954B4C-G]
Name=Allied Transport vs Sov Conyard
0=14,0   -----> load onto transport
1=43,0   -----> wait until fully loaded
2=53,0   ----->  gather at enemy base
3=8,0     ----->   unload& keep units and transport
4=5,25   ----->     guard

===========================================

any thoughts ???????

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Sep 20, 2018 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try:

[0CE3754C-G]
Name=SUCIDE TEAM 1
0=1,IFV5
1=13,ROCKET
2=2,TANY
Group=-1

And I suppose [/u]Name=IFV5 - [/u] are just done during post here and not in actual code.

And in AI, it is better to set
Recruiter=no

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Sep 20, 2018 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Try:

Quote:
And I suppose [/u]Name=IFV5 - [/u] are just done during post here and not in actual code.


no it's an actual code in RULES&AI
Its just a temporarily name untill it really works

Quote:
And in AI, it is better to set
Recruiter=no


I don't know about that but I'm going to give a shot

THANKS FOR REPLYING[/u]

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Sat Sep 22, 2018 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Try:

And in AI, it is better to set
Recruiter=no



unfortunately it didn't work too, I just don't understand why when it moves normally the AI use it and load the task-force onto it while not the same when it chrono move or teleport

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Sep 22, 2018 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try setting the MovementZone to Fly and remove the MovementZoneRestrictedTo. A unit teleports only because of its Locomotor, MovementZone is used for pathfinding purpose, which maybe causing your problem.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Sep 22, 2018 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Taskforce rearrangement was to queue the vehicle first and the Recruiter=no was generic suggestion.

Teleporting locomotor is not a problem, it works. IFV are supposed to be used with 1 passenger. The more the passengers for a transport, the more the chances of the loading getting interrupted.

Can remove Teleporter=yes and MovementRestrictedTo=Clear. MovementZone is fine, could just use Normal.

Your formatting is confusing. Underlines and a [/u]. Are your script action meanings in comment, keep it just like 0=14,0.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Sat Sep 22, 2018 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Try setting the MovementZone to Fly and remove the MovementZoneRestrictedTo. A unit teleports only because of its Locomotor, MovementZone is used for pathfinding purpose, which maybe causing your problem.



YEEEEEEES YES YES YES, I swear man I been trying to find what was wrong for days

U R MY HERO  Yay!  Yay!  Yay!  Yay!


And now its time for the subterranean APC for soviet side just like I made the chrono for the allies

Any way thank you

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Wed Sep 26, 2018 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ virgil

Well, I'm sorry man but Can u b my hero again and tell me how to do the subterranean code

Or just any one can u help me about it

and here is the code that I made
Code:
[SUBAPC]
UIName=Name:DRILLER
Name=DRILLER
Prerequisite=NAEWEP
Nominal=yes
ToProtect=yes
Category=Transport
Strength=1000
Armor=medium
TechLevel=1
Sight=4
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
PipScale=Passengers
Passengers=15
DeployTime=.001
Cost=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceSpecialAttack=GenSovVehicleMove
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
[b]Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean
[/b]Weight=3.5
ThreatPosed=0   ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
Trainable=no
StupidHunt=yes
Insignificant=yes
[/u][/i]

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Wed Sep 26, 2018 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmmmm...ToProtect on a subterannean unit isnt a good idea. And why autocrush and insignificant? I guess there is no problem with the locomotor or movementzone things.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Sep 27, 2018 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Prerequisite=NAEWEP ?

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Sep 27, 2018 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Quote:
hmmmmm...ToProtect on a subterannean unit isnt a good idea. And why autocrush and insignificant?


OMG LOL  I just copied a harvester code and forgot to delete these codes
my bad sorry

Quote:
I guess there is no problem with the locomotor or movementzone things


I dunno I just took a subterranean APC code from a weird mod called KEATING KONFLICT for RA2  and here it is "IT'S VERY WEIRD AND I DUNNO HOW IT WORKS IN GAME PERFECTLY"


Code:
[ESPC]
UIName=Name:ESPC
((((((((Image=SUBAPC
Name=Subterranean APC
Image=MINER)))))
Prerequisite=NAEWEP
Strength=1000
Category=Support
;Harvester=yes
Armor=medium
DeployTime=.011
TechLevel=1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
;Storage=0
Owner=British
AllowedToStartInMultiplayer=no
Cost=1500
Points=100
ROT=5
Crusher=no
Passengers=8
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
;Bombable=no
Size=14
SizeLimit=3
Accelerates=false
Trainable=no
Nominal=yes
ToProtect=yes
Dock=CANULL
AutoCrush=no
SelfHealing=yes
ThreatAvoidanceCoefficient=.65
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=10
ZFudgeTunnel=13
ZFudgeBridge=7
StupidHunt=yes



and as I said I took it to my mod the way it is BUT have u noticed the 2 IMAGES CODE he gave to the unit because I removed it from my code, Could it be the secret behind the crash that I get when ever I move my unit ??AND Can't you see that its a weird code generally?


.

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Sep 27, 2018 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Prerequisite=NAEWEP ?



With all my respect, its the way it is in that mod that I just mentioned in my relpy @VIRGIL

just read my reply at him okay

THANKS FOR REPLYING Very Happy

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Sep 27, 2018 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

TRUEGRIT wrote:
crash that I get when ever I move my unit ??

There is no dig animation in default RA2/YR (TS has). Add that anim and its entry.

[AudioVisual]
Dig=DIG                 ; anim to play when unit digs into ground

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Thu Sep 27, 2018 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

[AudioVisual]
Dig=DIG                 ; anim to play when unit digs into ground
[/quote]


THANK YOU BUDDY but  OMG Surprised  that what was all about  Laughing

some silly Anim ???

any way TS is not familiar to me, unfortunately I haven't played any one of this EPIC series too fictional to me or so I suppose, Any way THANKS

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Sep 27, 2018 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

TRUEGRIT wrote:

and as I said I took it to my mod the way it is BUT have u noticed the 2 IMAGES CODE he gave to the unit because I removed it from my code, Could it be the secret behind the crash that I get when ever I move my unit ??AND Can't you see that its a weird code generally?


.
[/quote]

IIRC the game engine only read one of them and ignore the other one, so this should be his mistake. I also had done something like before and the game just run ok (using ronco's tank destroyer and forgoting to remove Turret=no in the original code, the result is a tnkd without his head. Laughing )

ModEnc has already given out the problem with dig animation in https://www.modenc.renegadeprojects.com/Dig ,however I didnt notice it as I'm not using subterannean units and never coded it before Sad

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TRUEGRIT
Grenadier


Joined: 21 Apr 2018

PostPosted: Fri Sep 28, 2018 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

[/quote]

Quote:
IIRC the game engine only read one of them and ignore the other one, so this should be his mistake. I also had done something like before and the game just run ok (using ronco's tank destroyer and forgoting to remove Turret=no in the original code, the result is a tnkd without his head. Laughing )



Hahaha  it's okay this always happens you just have no idea how many mistakes or errors I got when I started modding back in 2007


Quote:

ModEnc has already given out the problem with dig animation in https://www.modenc.renegadeprojects.com/Dig ,however I didnt notice it as I'm not using subterannean units and never coded it before Sad


Do you know that I have never knew about the existence of  https://www.modenc.renegadeprojects.com untill just a week earlier just by luck while I did started modding in 2006 or 2007, I don't know how but I swear this what happened which made me suffer alot along this journey

Any way thank you for your great interacting with me AND AGAIN THIS COMMUNITY IS ALL ABOUT  INTERACTING AND SHARING KNOWLEDGE


[/quote]

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