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AI in multiplayer maps
Moderators: Global Moderators, Red Alert 2 Moderators
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Void
Medic


Joined: 23 Jun 2015

PostPosted: Mon Jul 06, 2015 4:32 pm    Post subject:  AI in multiplayer maps
Subject description: Can it be instructed on where to place defenses and other things?
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Hi guys
Am sure I saw a topic a couple years ago about making a smart AI using waypoints.

Like for example make it gather its units at waypoint #X instead of using the standard gather script.

the gather script sometimes resulted in the AI attempting to move into an ally's base to gather in it, instead of gathering outside of it.

Also, I wonder if the AI could be instructed to place its structures on specific waypoints or celltags.

If anyone made research about this before I'd appreciate any links.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 06, 2015 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

No links, just go learn how the AI and map scripts work, read modenc and the ares databases...

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Jul 07, 2015 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 07, 2015 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It's possible to use waypoints with the AI but it requires editing every map in the game to have the same specific numbered waypoints. Depending on how you'd plan to use them you would also need to write hundreds of AI scripts to correctly make use of them. Because of the huge amount of work required no one has yet fully implemented such a system.

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Wed Jul 08, 2015 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Am trying to do this with vanilla YR but i sort of liked the idea of deployable units, am just map modding for now so I'll check that out Smile
However, what I meant by asking was how to have the AI check its starting locations then decide were ( for example ) to move&deploy.

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Wed Jul 08, 2015 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I managed that somehow, however it is very limited.
Added fake buildings that pre-exist on the map which are given automatically to each starting location's player.

Required those buildings for the move and deploy triggers.

with some research this could end up being a good challenge.

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