Posted: Tue Jul 16, 2013 7:48 am Post subject:
Help with Fourth Side MCV AI trigger
Hello guys. I am working on my mod, my fourth side is almost finished.
I am poor AI coder, can someone help me and solve what is wrong here?
I added MCV trigger logically so I can play with Aliens when start game, but when AI is supposed to deploy MCV at startup game, Ares crashes (logically for fourth side, I am using Ares). And logically I miss some of triggers.
Anyway, I do not have other triggers for that faction, anyway for now it should serve as target practice.
I have 11 custom sides in D-day & none need a trigger to make the MCV deploy at the start of the game. Did you add the MCV to BaseUnit, is the Owner set correctly on the MCV/Conyard, does the MCV only crash the AI & not when you play as them?
Also BTW for the AI to work it needs the basic defensive teams before it will do anything else, which is generally the first thing it will build during the game. _________________
Only when I set AI as that side too, at start up on game at moment my starting units appear and game crash (I assume its the moment when AI MCV needs to deplo, maybe I am wrong.)
it is under Base unit
BaseUnit=AMCV,SMCV,PCV,RMCV
; Mobile Construction Vehicle
[RMCV]
UIName=Name:YMCV
Name=Yuri Construction Vehicle
Image=MNTK
Prerequisite=RWEAP,RREP
Strength=1000
Category=Support
Armor=heavy
DeploysInto=RCNST
TechLevel=10
Sight=8
Speed=4
Owner=Aliens
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CamelSelect
VoiceMove=CamelMove
VoiceAttack=CamelMove
VoiceSpecialAttack=
DieSound=CamelDie
DeploySound=PlaceBuilding
CrushSound=TankCrush
VoiceFeedback=
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
ImmuneToPsionics=yes ;UMP
; Yuri construction yard
[RCNST]
UIName=Name:YACNST
Name=Yuri Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=RMCV
Sight=10
Owner=Aliens
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SpyEffect.Custom=yes
SpyEffect.RevealProduction=yes
Spyable=yes
[Aliens]
UIName=NOSTR:Outland Reapers
Name=Outland Reapers
Suffix=Yuri
Prefix=Y
Color=Purple
Multiplay=yes
Side=FourthSide
SmartAI=yes
File.Flag= scrin.pcx
File.LoadScreen=ls%syuri.shp
File.LoadScreenPAL=mpyls.pal
File.Taunt=tauyu%02i.wav ;the taunts used by this country. the %02i tells the game to load all 8 taunts.
LoadScreenText.Name=NOSTR:Aliens ;this is the name of the country seen near the map preview box, normally on the country map
LoadScreenText.SpecialName=NOSTR:Aliens ;this is the name of the special object seen in the upper left of the screen
LoadScreenText.Brief=LoadBrief:YuriCountry ;this is the skirmish screen loading text
MenuText.Status=STT:playersideyuricountry ;this is the text on the bottom of the skirmish screen, seen when selecting a country
AI.PowerPlant=YAPOWR ;this is the building the AI will use to construct additional powerplants.
RandomSelectionWeight=1 ;this is the weight the country has when chosen in the random country option. It can be any value, with 0 turning it off from being chosen.
LoadScreenText.Color=Purple
AI.PowerPlants=RPOWR
What about those Ai defensive teams? Do I need to set specific for new side or I can copy paste existing ones and changing just side?
Can you give me some example? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 16, 2013 9:36 am Post subject:
Quote:
AI.BaseDefenses=BALASR,BAAAOB
That's my code, ripper!
I'm fairly certain you left General->UseMinDefenseRule set to yes or General->MinimumAIDefensiveTeams above 0, and your AI crashes because you don't even have a defense team.
Yes, AI coding for new sides work as the old ones worked, and you only need to change the side index.
Great to see that I went to break because I've had enough of you and I'm breaking it because of your action of ripping old AS code. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
You don't need defense teams for the AI to build a full base, it just wont build any units to attack with.
You have AI.BaseDefenses & AI.BaseDefenseCounts twice, remove one. There is also AI.PowerPlant & AI.PowerPlants, the later one isn't valid. YAPOWR is a yuri building & the Aliens probably cant build it thus the crash. So change it to RPOWR, which should really be RAPOWR BTW.
Also make sure all the Alien buildings have AIBasePlanningSide=3 _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 16, 2013 10:04 am Post subject:
Mig, the game does crash if you don't even have a basedefense team in aimd with the settings above. What you say applies only if the AI can't build enough.
Had this issue back in AS as well. Guess that's why he thought to use my rules as his base. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Ah that! Hahahaha!
Well I have my own version, but I though that I fucked up something and decide to use your to see if anything will change, but forgot to remove it
You told me in PM before and in msn that I looks how you did it, when I asked you about something regarding new sides
Graion Dilach wrote:
I'm fairly certain you left General->UseMinDefenseRule set to yes or General->MinimumAIDefensiveTeams above 0,
Yes I left. Should I disable it?
Graion Dilach wrote:
and your AI crashes because you don't even have a defense team.
I do not have anything. You told me once that those sides with unfinished AI can work as target practice, so I wanted to try it
Graion Dilach wrote:
Great to see that I went to break because I've had enough of you and I'm breaking it because of your action of ripping old AS code.
Come on, you can be little mad at me, you cannot be actually enough of me. You like me ... especially when I am occupied working on something like this.
Ah, you noticed, side is almost finished. Just aircraft to add and 4 soldiers and that should be it.
I only need to get Ai stop crashing.
Mig Eater wrote:
You dont need defense teams for the AI to build a full base, it just wont build any units to attack with.
Well, yes, I do not need it now. I just need that not to crush.
I also may add reinforcements to AI, so it will just get units in the middle of its base all time by the certain period, so you only need to attack it. As more you wait, more units it will get.
Mig Eater wrote:
You have AI.BaseDefenses & AI.BaseDefenseCounts twice, remove one. There is also AI.PowerPlant & AI.PowerPlants, the later one isn't valid. YAPOWR is a yuri building & the Aliens probably cant build it thus the crash. So change it to RPOWR, which should really be RAPOWR BTW.
AI.PowerPlants= is valid, yeah.
And it is indeed RPOWR, not RAPOWR because I do not have snow versions. its RCNST, RWEAP, RPOWR etc... and starting with R- reapers
I changed everything of those and still I got crash
[Aliens]
UIName=NOSTR:Outland Reapers
Name=Outland Reapers
Suffix=Yuri
Prefix=Y
Color=Purple
Multiplay=yes
Side=FourthSide
SmartAI=yes
File.Flag= scrin.pcx
File.LoadScreen=ls%syuri.shp
File.LoadScreenPAL=mpyls.pal
File.Taunt=tauyu%02i.wav ;the taunts used by this country. the %02i tells the game to load all 8 taunts.
LoadScreenText.Name=NOSTR:Aliens ;this is the name of the country seen near the map preview box, normally on the country map
LoadScreenText.SpecialName=NOSTR:Aliens ;this is the name of the special object seen in the upper left of the screen
LoadScreenText.Brief=LoadBrief:YuriCountry ;this is the skirmish screen loading text
MenuText.Status=STT:playersideyuricountry ;this is the text on the bottom of the skirmish screen, seen when selecting a country
RandomSelectionWeight=1 ;this is the weight the country has when chosen in the random country option. It can be any value, with 0 turning it off from being chosen.
LoadScreenText.Color=Purple
AI.PowerPlants=RPOWR
Graion Dilach wrote:
Mig, the game does crash if you don't even have a basedefense team in aimd with the settings above. What you say applies only if the AI can't build enough.
Hmm I did not know of this. So I must have at least one team?
Graion Dilach wrote:
Had this issue back in AS as well. Guess that's why he thought to use my rules as his base.
Well, I used just those rules for side/country as base
rules.md and ai.md I suppose is from unnofical patch UMP _________________
Does this crash generate an except.txt? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Guys what did I do wrong, I made one defense team, and still its crashing?
0CA6621C-G9=Alien Base Guard - Basic,08DA30EC-G9,<all>,2,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,4,0,<none>,1,1,1
[0CE4C2DC-G9]
Name=Alien Base Defense
0=58,131075
1=11,11
0CAD0B2C-G9=Allien Base guard - Adv,0CE4CA3C-G9,<all>,8,1,RCNST,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,70.000000,1,0,4,0,<none>,0,1,1
I'm sure it's another problem, but that last trigger is disabled on easy (or hard, can't remember which way round it goes). So if you were playing that difficultly it won't use the trigger. QUICK_EDIT
As I said it already. You're totally a fool, Haosis. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Graion Dilach,
I am maybe fool but even with this I got crash.
I even put UseMinDefenseRule=no and with that I got crash.
I changed map, and still crash.
Something is not working.
Mig Eater has 11 sides and all work with AIs, I cannot make one to work. I suck.
Well, I never messed with triggers, I just edited existing ones. I have here over 10 unfinished mods, so all time I got priority on modding, not testing Ai as no mod has been finished.
This one is kinda serious which I tend to finish. _________________
Since this is a crash and I'm assuming it's an IE, why don't you just post the except.txt.
He did -_-
Unfortunately the EIP on that except doesn't match with anything known on ModEnc, and I'm really not sure I'm following this discussion at all, so I'm pretty much out of ammo. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 17, 2013 6:39 pm Post subject:
Mind you, this thing is about a 4th side. He posted a plain YR 1.001 except. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jul 18, 2013 9:12 am Post subject:
The AI can't build from BuildWeapons.
This issue would be listed in the debug.log as part of the fix for Mantis issue #917 if you would have actually cared to go over that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Sorry, I did not understand that.
You mean that new AI cannot build anything which has FACTORY as prerequisite?
Under buildweapons are still all three factories, I did not add my own, but no building or unit requires generic war factory for this side. Everything require RWEAP (as name of factory is in my mod)
There are 4 units in total which requires FACTORY here, which are acquired when you capture tech buildings.
Also no unit requires POWR,PROC,RADAR,TECH _________________
Add your RWEAP in here. The reason it crashes is because your Alien side can't build the warfact since you haven't listed it in the list. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
yes, I listed war factory, tech, radar and refinery under those lists and it works fine. I just do not get it why MCV does not auto deploy into construction yard and start building structures for targeting purposes, but nevermind it. its matter that game does not crashes anymore. I really wanted to stop with all progress until this gets fixed. Now I can start working on cyborg faction since this is almost finished (some micromanagements and hero units are left only). So thank you guys on help.
Mig Eater, that was problem because I did not list buildings there. _________________
What is AI doing?
That is forth side. And building has BaseNormal=no
That is base defense.
And just look at radar, it is creating it all time mostly, even starting to produce them in my base.
I had to attack to cut it down otherwise I would be surrounded. That is worse than Veinhole monster _________________
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