Posted: Sun Jul 21, 2013 5:21 am Post subject:
Any insights?
1. Ordered aircrafts may not appear when the pads are not empty for human players (no problems for AI).
For a 3rd side there seems like a pattern in it as which aircraft will be missed. Excluding, enemy
kills an off the map produced aircraft when entering near its territory (more in smaller maps).
2. Crew cannot escape from vehicles on slopes even if CrewEscape=100%.
3. When the skirmish AI considers a mission successful or failure? When all the script elements
are executed or just the first? As some are loops/repetitive. Thinking for AITriggerSuccessWeightDelta. QUICK_EDIT
3. You decide that in the script. If the team executed the script action 49,0 once, the team counts as successful even if destroyed later. If you don't execute this action, the team counts as not successful, thus a failure is registered. Script action 49,0 cannot be undone, thus you cannot reset a team back to failure again later. _________________ QUICK_EDIT
3. Thanks for clarification on the loop condition. Most of the script has attack anything (=0,1) as the last element. Is it iterative or the team completes the script and then responds to attacks? QUICK_EDIT
1. Placing one helipad on the map and ordering the first aircraft (first in the list), just appears on
the pad. And then:
a. Order one aircraft (second in the list) - will not appear most of the times.
Now order for the 2nd time (second in the list) - appears from off the map.
b. Order first aircraft (first/third in the list) - appears from off the map.
Cost=1500 for all 3 aircrafts for a 3rd side and prerequisite is same.
Is this a known bug or a special case?
2. Battle many a times happen on cliff slopes or deformation slopes. All the drama, to create a team
with an APC and load with infantry and avoiding threats, it reaches the enemy base. And then the APC
is destroyed on a slope without any infantry action. Avoiding dynamic deformation is one way. Are
there any other workarounds?
3. My assumption is, if a script has 0=0,5 and 1=0,1 as script elements and when both of them succeed
then only that script is a success. And 0,1 as the last element succeeds on destroying any one unit or
building etc. and is not programmed to be repetitively destroying the whole base. Is this correct?
TS has 5,-5 for AITriggerSuccessWeightDelta and AITriggerFailureWeightDelta. By setting them to 10,-5
or 5,-10 seems to make team selection repetitive. Wanted to understand before trying 3,-3 or 10,-10 to
delay or speedup the decision making for variety. QUICK_EDIT
3. I don't know whether the team would keep attacking with action 0,n. It looks like it will search for another target of same type when an enemy unit is destroyed. I see the mission definitely is over if the team runs out of ammo, though. But in no way will this count as "this team was successful", which only action 49,0 does. _________________ QUICK_EDIT
3. If 49,0 is the only factor for success, then only main-structure attack script and APC/Infantry script
get the go in unmodded TS. Attacking base defenses and vehicles/harvester/infantry etc. is already coded
for failure. As 0,1 includes all types, so will not succeed until the whole enemy base is destroyed.
I am still assuming success/failure Delta stuff is within a game and not across multiple games?
Edit: Getting it late: So, 0,1 will register a success on one destruction of any type and continue to search for others. And the script gets a success while the team is still in action. QUICK_EDIT
3. Yes, the team weight is not preserved between games.
The 0,1 action will go on until no more possible targets exist or the team members ran out of ammo. If this happens, the next script action is executed.
And again, only 49,0 registers a team as successful in regard to AITriggerSuccessWeightDelta and AITriggerFailureWeightDelta. If you don't use action 49,0, the team counts as a failure, no matter what it does and whether it succeeds in doing it. Also see ModEnc.
If the script finishes without 49,0 being executed, or all team members are destroyed before 49,0 is executed, the team will count as a failure. _________________ QUICK_EDIT
Thought ModEnc was discussing a specific dissolve case of before executing 49,0 and left out 0,1 case
(without 49,0) as obvious. Thanks for changing my presumptions. So completing last script element 0,1
is not related to success or failure logic.
Now with your clarification:
Attacking base defenses and vehicles/harvester/infantry etc. which has no 49,0 in scripts are failures
only. There appearance later in the game, depend on more failures of cases having 49,0 in their script
and not completing 49,0 even once. So, we set success/failure delta to say 10,-1, resulting in removing
non 49,0 cases more quickly.
EDIT: RA2 AI uses 49,0 for attacking base defenses and harvester hunt also. And doesn't use for base
defense, guarding in general and specifics like charging tesla towers, as they don't need to succeed.
TS might be different here, but logic still might be the same. So, to keep the variety longer, set
success/failure delta to say 1,-10. Or leave delta at 5,-5 and insert 49,0 to all attacking scripts
which does not have it. QUICK_EDIT
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