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AI not sending transports after loading
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Jho
Medic


Joined: 14 May 2018
Location: Philippines

PostPosted: Sun Dec 02, 2018 2:32 pm    Post subject:  AI not sending transports after loading Reply with quote  Mark this post and the followings unread

It works fine until the AI actually has to send the (Amphibious) transports trigger, team, & taskforce are all working perfectly fine but I'm having trouble actually getting the loaded transport to an enemy base

Sometimes the AI actually just refuses to load the damn thing

I've tried gather at enemy base instead of move to enemy structure but same results

Maybe the AI has trouble with transports & tanks because they get stuck idk

Here's the script code

Spoiler (click here to read it):
Code:
 [0A7E6DBC-G]
Name=General Amphibious Assault vs Allies
0=54,0 ;Regroup at Friendly Base
1=14,0 ;Load onto Transport
2=43,0 ;Wait until fully loaded
3=47,0 ;Move to Enemy Structure (GAPOWR)
4=8,2 ;Unload
5=49,0 ;Repeat until success
6=0,1 ;Attack anything


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 02, 2018 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The transport capacity and the number of passengers in the team should match exactly. If there are less passengers, the load won't complete. If the loading of passengers is interrupted by attack etc., then also the load won't complete.

If the enemy doesn't have structure given in Move to enemy structure (47,n) then the team won't have a target to move to.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Dec 06, 2018 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

The last couple of versions of AICHECK will check for the condition of unequal passengers to capacity...

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Jho
Medic


Joined: 14 May 2018
Location: Philippines

PostPosted: Thu Dec 06, 2018 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Internet went down for a few days so I couldn't reply quickly, but the passengers fit perfectly it still doesn't work

Here's all the code I made I changed the script a but it still don't work Razz

Spoiler (click here to read it):

Code:
[01000001-G]
Name=1 Transport, 2 Prism, 1 Mirage, 1 Grizzly
0=2,SREF
1=1,MGTK
2=1,MTNK
3=1,LCRF
Group=-1

[01000000-G]
Name=Allied Amphibious Assault vs Allies
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=no
Suicide=yes
Priority=10
Max=1
TechLevel=7
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=yes
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0A7E6DBC-G
TaskForce=01000001-G

[0A7E6DBC-G]
Name=General Amphibious Assault vs Allies
0=54,0
1=14,0
2=43,0
3=53,0
4=49,0
5=47,0
6=49,0
7=8,2
8=0,9
9=0,1

01000005-G=Allied Ampbihious Assault vs Allies,01000000-G,<all>,7,0,GAYARD,0100000003000000000000000000000000000000000000000000000000000000,100.000000,80.000000,200.000000,1,0,1,0,<none>,0,1,1

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Dec 06, 2018 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't/Didn't the guides say the transport has to be at 0= ?

EDIT: and all the ones in vanilla rules are at 2=, so christ knows. Joy.

EDIT EDIT: Terrorists go in Flak Tracks at 0=, so do Engineers and Ivans.

_________________
MIdAS - Turning wages into beer since 2002

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 07, 2018 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

As a rule I put transports first, and AICHECK assumes the first one is a transport for the purposes of counting capacity, so if you are loading IFV into LCRF it won't attempt to count both.

As for the script, 6=49,0 is unnecessary since the transport succeeded in all the ways except find the building. I would also recommend adding more attacks at the end, or a guard/hunt mission.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Dec 07, 2018 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Vanilla landing craft has Passengers=12 and this team has only 4 passengers, so load won't complete.

The position of a unit in the task force list affects its production queuing. Transport unit need not be first in the list.

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Jho
Medic


Joined: 14 May 2018
Location: Philippines

PostPosted: Fri Dec 07, 2018 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

^ that seems to be the case, I tested to see if a 4 passenger transport with 1 slot tanks fixed the problem, and it did. I really don't wanna create duplicate units for the ai so any workaround on this?

I'll try repeating load to transport and remove waiting for it to get filled up

BTW even though if the transport is at 0= it still didn't work

EDIT: IT WORKS NOW! And I have yet to see a unit get left behind thanks for everyone who responded!
Here's the code if your curious or somethin

Code:
[0A7E6DBC-G]
Name=General Amphibious Assault vs Allies
0=54,0
1=14,0
2=49,0
3=14,0
4=49,0
5=53,0
6=49,0
7=47,0
8=8,2
9=0,9
10=0,1

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