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Programming Yuri/3rdside AI problem
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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Sun Dec 09, 2007 10:30 am    Post subject:  Programming Yuri/3rdside AI problem Reply with quote  Mark this post and the followings unread

Ok I've been using the AI editor program had no problems with allied or soviet scripts but I've replaced the Yuri forces with a new army but I try making a new AI script for them and they don't do anything.

Heres the code I made when I was finished



Quote:
[3rdtroopteam-G]
Name=3rd side team troops
VeteranLevel=1
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=yes
Suicide=no
Priority=1
Max=1
TechLevel=9
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=3rdtroopscript-G
TaskForce=3rdtroopforce-G

[3rdtroopscript-G]
Name=3rd troops script
0=53,0
1=0,1

[3rdtroopforce-G]
Name=3rd troop force
0=20,LAS
Group=-1

[hydrateam-G]
Name=hydra team
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=YuriCountry
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=1
Max=1
TechLevel=9
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=hydrascript-G
TaskForce=hydraforce-G

[hydrascript-G]
Name=hydra tank script
0=0,3
1=0,2
2=0,1

[hydraforce-G]
Name=hydra tank force
0=5,SREFB
1=1,SPIDER
Group=-1


I was thinking the troops I added were replaced like

Initate coding was changed to a Gunner soldier

would that effect anything?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Dec 09, 2007 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you just use the original Yuri AI codes, and just change the units in the taskforces; it's much easier.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sun Dec 09, 2007 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Script names etc actually need to be Hex strings plus "-G", ie "ABCD1234-G".
I dunno why, but I doubt WW knew themselves.

EDIT: bleh, I fail

Last edited by pd on Sun Dec 09, 2007 1:33 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Dec 09, 2007 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you really sure about that pd? I have given them different names like FAST-FACTORY-ATTACK-G, and those work fine Confused

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sun Dec 09, 2007 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm... no, I'm not sure anymore now Very Happy

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Dec 09, 2007 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps they just have to be a certain length.. as in 8 characters?

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Sun Dec 09, 2007 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

tried enabling the other yuri scipts but nothing I think it might've been when I was messing with the tech trees etc

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Dec 10, 2007 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I've got the same problem as you have... Here's my code:

Code:

YURISLED4=Sled AI Trigger S,YURISLED1,<all>,2,0,NAYARD,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,3,0,<none>,1,1,1
YURISLED9=Sled Attack A,YURISLED7,<all>,2,0,GAYARD,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,3,0,<none>,1,1,1
YURISLED10=Sled Attack Y,YURISLED8,<all>,2,0,YAYARD,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,3,0,<none>,1,1,1

[YURISLED1]
Name=Sled Attack
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=YURISLED2
TaskForce=YURISLED3

[YURISLED2]
Name=Sled Script S
0=46,61
1=49,0
2=0,1

[YURISLED3]
Name=Sled Taskforce
0=3,GATSUB
1=3,TRPB
Group=-1

[YURISLED5]
Name=Sled Script A
0=46,23
1=49,0
2=0,1

[YURISLED6]
Name=Sled Attack Y
0=46,304
1=49,0
2=0,1

[YURISLED7]
Name=Sled Attack A
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=YURISLED5
TaskForce=YURISLED3

[YURISLED8]
Name=Sled Attack Y
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=YURISLED6
TaskForce=YURISLED3

[TeamTypes]
164=YURISLED1
165=YURISLED7
166=YURISLED8

[ScriptTypes]
88=YURISLED2
89=YURISLED5
90=YURISLED6

[TaskForces]
132=YURISLED3

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 10, 2007 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I've spotted your error Aro: you shouldn't name the scripts, teams and the taskfoces nearly the same.
Now I'm thinking of it, that may be your error too SSTG Wink

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Dec 10, 2007 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh? I'm not sure that'd make much of a difference. They're not named exactly the same. Neutral I'll go give it a shot, and see if it solves the problem. Wink

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Dec 11, 2007 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Nah did'nt change still does nothing

I wonder if smartai=no would have a effect

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Dec 11, 2007 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Recruiter=no
Autocreate=no
Prebuild=no

OMG failed this says don't have any units form being built its all ready on the map. and don't make any units form the factory one of these has to be set to "yes" or it does nothing Laughing

this tag Prebuild=no must be yes , don't ask me why it just needs it.

_________________
Link to a document to see what mods i have and/or working on or working with
Click

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 11, 2007 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, Dubzac, with many teams in my aimd.ini, those are all three 'no', and they still work Rolling Eyes
AFAIK, Recruiter= means that the team can take units that are wandering about the map into it's team to use them,
Autocreate= means if the team should be auto created after a fixed time, set by AutoCreateTime= in rulesmd.ini,
and I don't know what Prebuild= means #Tongue, but as I said, none of my teams have that set to 'yes'

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Dec 11, 2007 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Ehmm, Dubzac, with many teams in my aimd.ini, those are all three 'no', and they still work Rolling Eyes
AFAIK, Recruiter= means that the team can take units that are wandering about the map into it's team to use them,
Autocreate= means if the team should be auto created after a fixed time, set by AutoCreateTime= in rulesmd.ini,
and I don't know what Prebuild= means #Tongue, but as I said, none of my teams have that set to 'yes'


oh right sorry.
still why all set to no. ? Shocked

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General bert
Civilian


Joined: 11 Dec 2007

PostPosted: Tue Dec 11, 2007 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

0AE3VVTI-G=Yuri Inf,2SXCAAZW-G,YuriCountry,3,0,GAPILL,0500000003000000000000000000000000000000000000000000000000000000.......

recheck the trigger for it...difficult levels, available in skirmish..etc..

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 11, 2007 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get that trigger from?

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General bert
Civilian


Joined: 11 Dec 2007

PostPosted: Tue Dec 11, 2007 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's just an example....

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 11, 2007 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
0AE3VVTI-G=Yuri Inf,2SXCAAZW-G,YuriCountry,3,0,GAPILL,0500000003000000000000000000000000000000000000000000000000000000.......



I Checked the majority of the WW AI Triggers, and all of them where set to <None>. Confused

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 11, 2007 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because most triggers are for a whole side, which is divided into multiple countries. If you want to have a trigger for each country, the amount of triggers would have been 10 times larger...

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Mon Dec 17, 2007 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Still stuck though I got an idea though I doubt it will work


EDIT nah it didn't thought it was the Rules ini and the barracks I was using was a new entry rather than the normal yuri one

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Dec 18, 2007 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Eh? I'm not sure that'd make much of a difference. They're not named exactly the same. Neutral I'll go give it a shot, and see if it solves the problem. Wink


Hey I think I may have found the problem but I need to ask did you move your yuricountry to a high number in the countries list like this?

Using Npatch or RP

Quote:
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians
9=China
10=Nkorea
11=NewZealand

12=YuriCountry
13=StealthForce

14=GDI
15=Nod
16=Neutral
17=Special


I think that the 9th spot may have something to do with it

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 18, 2007 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are using RP/NP to add new countries, always add them after YuriCountry. IIRC, it is stated in the guide... Wink

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Dec 18, 2007 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

might try again cause I did'nt see any change though I kept getting an IE with the soviets when I build up a tesla reactor but I just moved yuri so i could keep them in order

plus I checked a MO rules ini and its got yuri country at 11 with no problems

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 18, 2007 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

SSTG wrote:
Aro wrote:
Eh? I'm not sure that'd make much of a difference. They're not named exactly the same. Neutral I'll go give it a shot, and see if it solves the problem. Wink


Hey I think I may have found the problem but I need to ask did you move your yuricountry to a high number in the countries list like this?

Using Npatch or RP

Quote:
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians
9=China
10=Nkorea
11=NewZealand

12=YuriCountry
13=StealthForce

14=GDI
15=Nod
16=Neutral
17=Special


I think that the 9th spot may have something to do with it


Didn't make a difference to my AI, Mate. Confused

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 18, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I mean something like this...
Instead of:
Code:
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians
9=China
10=Nkorea
11=NewZealand

12=YuriCountry
13=StealthForce

14=GDI
15=Nod
16=Neutral
17=Special

Use this:
Code:
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians
9=China

10=YuriCountry

11=Nkorea
12=NewZealand
13=StealthForce

14=GDI
15=Nod
16=Neutral
17=Special

RA2 reads lists not by numbers, but by the positioning of the things in the list. IE, you can give the first unit on the list number 1902648, and it still doesn't matter. It's only organised so the modder can count how many unit he/she has...

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Dec 18, 2007 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah that didn't get them doing anything either

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Dec 19, 2007 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, then i can't think of anything else that might be wrong. Sorry Confused

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Thu Dec 20, 2007 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea I may have messed with the yuri units so I'm redoing the rules ini and putting image tags on the units and buildings already added

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