Posted: Sun Dec 09, 2007 10:30 am Post subject:
Programming Yuri/3rdside AI problem
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.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Dec 10, 2007 11:31 am Post subject:
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 QUICK_EDIT
Eh? I'm not sure that'd make much of a difference. They're not named exactly the same. I'll go give it a shot, and see if it solves the problem. QUICK_EDIT
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
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 QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 11, 2007 9:31 am Post subject:
Ehmm, Dubzac, with many teams in my aimd.ini, those are all three 'no', and they still work
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 , but as I said, none of my teams have that set to 'yes' QUICK_EDIT
Ehmm, Dubzac, with many teams in my aimd.ini, those are all three 'no', and they still work
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 , but as I said, none of my teams have that set to 'yes'
oh right sorry.
still why all set to no. ? _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 11, 2007 7:09 pm Post subject:
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... QUICK_EDIT
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 QUICK_EDIT
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... QUICK_EDIT
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