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AI building loop
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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Tue Jul 04, 2006 4:04 pm    Post subject:  AI building loop Reply with quote  Mark this post and the followings unread

I've added a battle bunker for the both sides in my mod.
But when playing skrimish game or Comp-stomp the AI gets crazy with them.
It uses the destruction logic for buildings when if their soldiers abondone a building sthey are shooting at it untill destrpyed.

As i understood coze of the "Structure abondoned" massage i get when create one they think they abondoned the building and they are keeping shooting it untill destroyed while building hundreds of them, 1 by 1.

How can i disable this logic or stop them building those bunkers.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jul 04, 2006 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

*puts on psychic hat*
Oh wait, I don't have one of those... Sad

Guess you'll have to show us the code you used.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Tue Jul 04, 2006 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about AIBuildThis=no? Neutral

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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Tue Jul 04, 2006 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the codes.
Yea, and i already tried this AIBUILDTHIS=NO, has no effect.

Allied bunker
Code:
[GABUNK]
UIName=Name:GABUNK
Name=Allied Battle Bunker
Adjacent=2
Armor=steel
BaseNormal=no
BuildCat=Combat
Prerequisite=GACNST
Capturable=false
ClickRepairable=yes
Cost=500
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
IsBaseDefense=yes
MaxDebris=15
MinDebris=5
Owner=British,French,Germans,Americans,Alliance
Powered=no
Sight=6
Strength=600
TechLevel=1
CanBeOccupied=yes
MaxNumberOccupants=5
CanOccupyFire=yes
Primary=AlliedOccupyW
Secondary=SovietOccupyW
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0


Soviet bunker
Code:
[NABUNK]
UIName=Name:NABUNK
Name=soviet Battle Bunker
Adjacent=2
Armor=steel
BaseNormal=no
BuildCat=Combat
Prerequisite=NACNST
Capturable=false
ClickRepairable=yes
Cost=500
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
IsBaseDefense=yes
MaxDebris=15
MinDebris=5
Owner=Russians,Confederation,Africans,Arabs
Powered=no
Sight=6
Strength=600
TechLevel=1
CanBeOccupied=yes
MaxNumberOccupants=5
CanOccupyFire=yes
Primary=AlliedOccupyW
Secondary=SovietOccupyW
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jul 04, 2006 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

what engine are you trying to mod?

if its ra2 then u don't need

AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0

cos they don't exist

ra2 lacks proper garrison logic in terms of triggers do ai would never use them properly in ra2

remove IsBaseDefense=yes

also Owner= should list ALL countries

Owner=British,Germans,French,Americans,Alliance,Russians,Confederation,Africans,Arabs

Finally allied buildings need AIBasePlanningSide=0

and soviet buildings need AIBasePlanningSide=1

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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Wed Jul 05, 2006 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea, ra2. Tnx, i'll try it.

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