Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 23, 2024 11:14 pm
All times are UTC + 0
Red Alert 2 AI
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [17 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Dec 18, 2012 4:11 pm    Post subject:  Red Alert 2 AI
Subject description: Edting an AI
Reply with quote  Mark this post and the followings unread

Hello!!

Quick question regarding AI :

So i went through AI.ini and I edited the soviet AI so that he builds dreadnoughts on brutal difficulty .In game he builds the dreadnoughts but they just sit at the docks they dont move or blink.

How do i script or trigger this AI to Attack me or something...because im trying to make naval gameplay a little more intersting

Please be a little specific with anwsers.

Thanks!!

Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Dec 18, 2012 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, do you have valid ScriptType attached to the TeamType in question?

There's also one major thing to note about naval AI: AI-owned naval units only consider other naval units or waterbound structures as suitable targets for attacking purposes. Even if the team in question had a script that would order the naval units to attack any structures, the only thing they'd attack is Naval Yard, for an example.

There is a way to circumvent this but it's usability for skirmish AI purposes is questionable (need to order the units to attack specific map waypoint). Also, naval units still do retaliate against ground units if it's allowed.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Dec 18, 2012 4:43 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

Thanks !!

So What should i edit in AI.ini to make the dreadnought attack my naval base? thanks.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 18, 2012 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

you need to change the script. I have a .txt file that has all the scripts and numbers they represent and so forth. I'll take a look for it later and post it up.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 18, 2012 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've managed to get a Boomer style sub to attack base buildings before, it required the script to specifically list targets using script 46. Half the time it didn't work tho as it couldn't get within range so it just moved along the shore edge trying to fire.

I couldn't get it to work with naval units using non-spawning weapons tho (battleships etc).

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Dec 18, 2012 6:15 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

Thanks for the replies!

Dont bother to post just tell what is the name of the naval script and ill do the rest

thanks!!

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 18, 2012 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

=0,2 should do it.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Dec 18, 2012 6:50 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

Thanks so 0=0,2 is already affected when i added the dreadnoughts if not how do i edit it?

And its on general buildings attacks right ?

thanks!

Back to top
View user's profile Send private message
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Tue Dec 18, 2012 7:02 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

Its ok i managed to fix it thanks for the help anyway!!!! Smile

Back to top
View user's profile Send private message
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 20, 2012 8:14 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

So sorry to bother again BUT:

I got the ai to attack me and everything with dreadnoughts but when he builds them he only destroys all my ships and my naval yard...

How do i script them to attack my main base automatically ?

Thanks in advance Smile

Back to top
View user's profile Send private message
OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Thu Dec 20, 2012 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

give em Hunt?

_________________
Free Tibed!
EA for worst company of the decade!

Back to top
View user's profile Send private message
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 20, 2012 8:23 pm    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

I dont get it

What are you trying to say?

Back to top
View user's profile Send private message
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Dec 20, 2012 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You cannot make it attack everything. It only attacks water bound units and structures.
There's a way, but you'd have to specify every individual structure.
Attack structure Pillbox 1
Attack structure Pillbox 2
Every structure having its own script action.
Since this is RA2 and not YR (+Ares) I don't see any other solution to your issue.

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 21, 2012 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

As I mentioned tho that method barely works & only for one type of unit. If the script gets to a building you haven't built/don't have yet it will get stuck too, so it's not recommended.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Dec 21, 2012 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly, might come in handy for missions, but not skirmish.
Isn't there a blueprint for this for Ares?

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Dec 21, 2012 11:04 am    Post subject: Red Alert 2 AI Reply with quote  Mark this post and the followings unread

So how do i add or edit the script to make them attack a specific type of buildings?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 21, 2012 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Read the replies in your topic. This was answered before, just like your previous question about how to make them attack ground stuff.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [17 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1628s ][ Queries: 11 (0.0087s) ][ Debug on ]