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Ai Problem again......
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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sun Jul 05, 2009 4:17 am    Post subject:  Ai Problem again......
Subject description: this time is a Unit
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i have added Flame tank for soviets placed in the AI, i just added the Tank on existing TaskForces but Soviet AI dont build it any help plz
btw its List number is 86 if it has something to do

Unit Code:
Code:
[FTNK]
UIName=Name:HTNK
Name=Rhino Heavy Tank
Prerequisite=NAWEAP
Primary=TankFlameThrower
Strength=600
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=5
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=TankFlameThrower
BuildTimeMultiplier=1.3;Individual control of build time
Maxdebris=3
MinDebris=2
AllowedToStartInMultiplayer=no


AI Code:
Code:
[0A37731C-G]
Name=2 Rhino, 1 Flak Track
0=2,HTNK
1=1,HTK
3=2,FTNK
Group=-1

[0A427B9C-G]
Name=3 Rhino, 2 Flak
0=2,HTK
1=3,HTNK
2=3,FTNK
Group=-1

[0ACDC72C-G]
Name=5 Rhino, 2 Flak
0=3,HTK
1=6,HTNK
2=4,FTNK
Group=-1


i just added them on the TaskForces i havent edited the ScriptTypes, Teamtypes and TriggerTypes i think it can be a Code error since soviet AI starts building the rest of the tanks when it reaches the certian ammount of rhinos/flacktracks he forgots the taskForce and start building a different one..

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Sun Jul 05, 2009 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Try to add them to the types. I'm still studying on AI scripting though.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 05, 2009 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Are that original teams you edited or did you make these yourself?

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Jul 05, 2009 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
i think it can be a Code error since soviet AI starts building the rest of the tanks when it reaches the certian ammount of rhinos/flacktracks he forgots the taskForce and start building a different one..

Hmm. So your flame tanks combined with the other units in these taskforces may simply take too long to build, and this makes them fall past DissolveUnfilledTeamDelay= and subsequently the AI doesn't finish them. At least, what you have described seems to indicate this.

I reccommend you try and see if this is indeed the problem, by testing these taskforces with less of the other units.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sun Jul 05, 2009 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Lexa: i did but still not work

@Dutchygamer: those are the original teams i just inserted the FTNK

@MT: i putted the tag from 5000 to 10000 tested but no efect

any other suggestions?.....

Last edited by Dny on Sun Jul 05, 2009 2:46 pm; edited 1 time in total

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Jul 05, 2009 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

save a backup
make all taksforces have just the flametank
see if that works
work backwards, retrofilling the taskforces.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sun Jul 05, 2009 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks DaFool if it wasnt for you i would not have discovered this:

i putted the FTNK on all Soviet TaskForces when playing soviet AI never attacked but IE apperars, and IEP sayed that a vehicle type is missing...damn im an idiot, and i couldn't notice this since i have resently just modded the Allies...anyways a long story

Thanks! Very Happy

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