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AI Attacking Mind Controlled Civilan Units
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed Sep 02, 2015 1:32 pm    Post subject:  AI Attacking Mind Controlled Civilan Units Reply with quote  Mark this post and the followings unread

I'm making remakes of RA2 Missions in YR. When tring to add Operation: Big Apple (3. Soviet Mission), i saw that ai is attacking School Buses if i capture them. This wasn't happening in RA2 and i was using them to enter Engineers to enemy base. They are still Insignificant=yes. What may cause it and how can i solve?

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed Sep 02, 2015 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks like it is not happening if bus is really mine. I captured it with Conscript. (Thanks to Ares' Kill Driver logic.) AI isn't attacking this one. Problem is about Mind Control.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Sep 02, 2015 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

No bug. Mind-controlled (permanent or temporary) units are considered enemies even if Insignificant=yes.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Sep 03, 2015 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Must be a chaneg done to YR as in RA2 they don't attack the Mind Controlled School Buses.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Sep 03, 2015 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe some small tag for Ares to implement at some point, since it sounds kind of an interesting thing to have.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Sep 03, 2015 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

As Darkstorm says. A new tag on [AI] or unit itself may be useful. I really want restore same situation in RA2 Mission. This is an important part of mission, IMO.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Sep 03, 2015 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

AIIgnoreObviousAttack=yes?

It sounds like a good idea like in the 5th allied Red Alert mission where a spy has to get into a War Factory to steal a truck. For missions this should be achievable already using two houses with different Allies= settings. For multiplayer games, it sounds like a feature that would be nice to have; and then tournament maps would have to be edited to remove civilian vehicles alltogether to not give a side an unfair advantage.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Sep 05, 2015 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a really minor thing that isn't worth "fixing"

Making a suggestion for a new tag takes 5 seconds but the Ares coding can take significantly longer and it might introduce harmful or annoying bugs.

Also if a random civilian bus was running towards a military base, do you really think they wouldn't stop it?

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Sep 05, 2015 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
AIIgnoreObviousAttack=yes?

It sounds like a good idea like in the 5th allied Red Alert mission where a spy has to get into a War Factory to steal a truck.

Exactly. I support this idea. I also want to stalk at Ai with Yuri, when capture neutral animal or civilian, or even car. it would be cool feature

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Sep 06, 2015 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it's just an inconsistency when captured (driven, hijacked) vehicles are still ignored, but MC'd vehicles get attacked. If anything, a hijacker pointing a gun at the bus driver's head, or a Conscript driving the bus, should be dead obvious giveaways that something weird is going on, as opposed to the slightly queer look on the face of a MC'd bus driver.
If MC provokes AI into seeing the bus as a threat, the others should, too (although I concede implementing that will be tricky for Driver case).

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Last edited by Millennium on Sun Jan 17, 2016 7:06 pm; edited 1 time in total

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 13, 2016 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I found solution, at least for animals.
I wanted to mind control animal with no weapons for stalking purposes, so I can send it to AI,( just in that Allied mission where you need to infiltrate Soviet Battle Lab to locate Nukes, you freed several cows to stalk and reveal shroud)., and finally I succeed it!

[COW]
LegalTarget=no

Then you will get ,,No Attack" cursor over cow, but still you can manually attack it, (using force fire) thus mind control it. Once you capture it, send it to enemy and see results

As you can see, cow is being mind controlled, but AI is not attacking it. XD
Still, I haven't test this on Buses or vehicles, but should not be different than this.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed Jan 13, 2016 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, MasterHaosis. It worked.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jan 15, 2016 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh and Darkstorm is pleasant with this.
You are welcome guys, I am glad that I could help you. I also needed that feature to work for myself.

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