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AI editing for new side in RA2 yuri
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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Tue Sep 29, 2015 7:38 am    Post subject:  AI editing for new side in RA2 yuri
Subject description: ploblem with AI.
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I made new side to RA2 yuri .

use npatch , so I can play as new side so perfect.

I made AI for new side by RA2 AI editor by copy yuri AI , but I change it to new side .

The new side can build building and train unit.

The ploblem is when play 4 player with AI player

I play as USA. the other play yuri , russia  and new side

why USA. and russia train the new side 's infantry and vehicle.

Please help me how to solve this.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Sep 29, 2015 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check the owner tag on the side's infantry and vehicles.

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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Wed Sep 30, 2015 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Isaac_The_Madd wrote:
Check the owner tag on the side's infantry and vehicles.


Is it in rulemd.ini ?
Owner=New Country
I check all they are like this.
Is it include engineer and dog.

I check all include engineer and dog.
It is the same , allied and soviet and yuri AI. still train new side unit.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Sep 30, 2015 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

When you make new countries, the ForbiddenHouses list is not updated, so the player can build them like
dog or engineer.

If AI is able to build other side's units then verify if the same taskforce is used by different teamtypes and
those teamtypes are used in different side's AITriggers. Finding the ID using a text editor might be easy in
these cases.

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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Wed Sep 30, 2015 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
When you make new countries, the ForbiddenHouses list is not updated, so the player can build them like
dog or engineer.

If AI is able to build other side's units then verify if the same taskforce is used by different teamtypes and
those teamtypes are used in different side's AITriggers. Finding the ID using a text editor might be easy in
these cases.


I check and fix for new side.
No task force are use by different teamtypes.
No teamtype are use by different AI trigger.
The problem still the same.

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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Fri Oct 02, 2015 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I add this to all new side 's unit.

ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry

The ploblem solve , but I do not like this.
If i capture the new side 's building , I can not train their units.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Oct 04, 2015 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Then use Prerequisite, not ForbiddenHouses.

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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Sun Oct 04, 2015 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used Prerequisite at the first time , the ploblem happen.
Now I use ForbiddenHouses and I make the unit of newcountry to 2 code.
example , atank and atank2 , atank2 image = atank with same stat.

atank use by AI. ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry

atank2 use when another capture new country.
ForbiddenHouses=new country

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Ricknewbie
Cyborg Engineer


Joined: 02 Oct 2015

PostPosted: Mon Oct 05, 2015 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

yup, the problem is "Owner=" tag's not work for new Unit ... it's only work for building... and "Prerequisite=" tag's work for new unit ... so, we have to add new building ... for example :

*****************Yuri Units *****************

[LTNKB]
UIName=Name:Lasher
Name=Lasher Light Tank B
Image=LTNK
Prerequisite=YAWEAPB
Primary=ATGUN
Strength=300;200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8;6
Speed=7;8
CrateGoodie=no
Crusher=yes
Owner=NewCountry,YuriCountry ;no matter with this
RequiredHouses=NewCountry
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=LasherTankSelect
VoiceMove=LasherTankMove
VoiceAttack=LasherTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
Maxdebris=3
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
Passengers=1
SizeLimit=1
OpportunityFire=yes
ElitePrimary=ATGUNE;90mmE
BuildTimeMultiplier=1.5;Individual control of build time


OR

[LTNKB]
UIName=Name:Lasher
Name=Lasher Light Tank B
Image=LTNK
Prerequisite=YAWEAP
PrerequisiteOverride=YAWEAPB
Primary=ATGUN
Strength=300;200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8;6
Speed=7;8
CrateGoodie=no
Crusher=yes
Owner=NewCountry,YuriCountry ;no matter with this
RequiredHouses=NewCountry
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=LasherTankSelect
VoiceMove=LasherTankMove
VoiceAttack=LasherTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
Maxdebris=3
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
Passengers=1
SizeLimit=1
OpportunityFire=yes
ElitePrimary=ATGUNE;90mmE
BuildTimeMultiplier=1.5;Individual control of build time

************Yuri Buildings *************

[YAWEAPB] ; the new one
UIName=Name:YWarfactory
Image=YAWEAP
Name=Yuri War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,YABRCK,YACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=steel
TechLevel=2
Sight=4
Adjacent=2
Owner=NewCountry,YuriCountry
RequiredHouses=NewCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
;ExitCoord=384,96,0
ExitCoord=512,256,0 ;must be center of cell
Spyable=yes
;WantsExtraSpace=yes

;Yuri Weapons Factory
[YAWEAP] ; the real one
UIName=Name:YWarfactory
Name=Yuri War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,YABRCK,YACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=steel
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=NewCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
;ExitCoord=384,96,0
ExitCoord=512,256,0 ;must be center of cell
Spyable=yes
;WantsExtraSpace=yes

hopefully can help ..

Notes :
I'm sure you did this right  Wink
Add new stuff at :
[Countries]
xx=new country

[VehicleTypes]
xx=new unit

[BuildingTypes]
xx=new building

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tuix
Vehicle Driver


Joined: 29 Sep 2015

PostPosted: Mon Oct 05, 2015 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I add new faction and the new faction have new country.

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