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135 Preferred Target Cell Set
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Jan 28, 2025 12:20 am    Post subject:  135 Preferred Target Cell Set Reply with quote  Mark this post and the followings unread

Hello all,

Any know if there is some thing special needed for "135 Preferred Target Cell Set" to work?

I have never used this before and am seeing some weird effects.

I do have "136 Preferred Target Cell Clear" set in the action right before, not sure if its needed.

But it seems like the AI keeps targeting Way point 0 (Players Homecell), even though "135 Preferred Target Cell Set" is always set to a different target.

Does using a new house/country negatively effect this action?

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Jan 29, 2025 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, makes me wonder if this is hard coded some how... Seems to "love" homecell as a target if I set Preferred Target Cell Set.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Feb 02, 2025 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually... It seems like the issue is going to be FA2 that is causing me some issues...?

After looking at the actions in a text editor, I am noticing that FA2, is handling things a bit different that what ever EA/WW has.

In the two examples below, the top line for each action is the one from FA2, the one below is the one from EA/WW.

I guess at least I "think" I can copy/paste the actions from the original map and just use those. Down side is I cannot set up my own stuff...

Unless I figure out whats going on... Maybe in time I will sit down and figure all out...

But it does stink...

Code:

0AFF8D8C=4,129,11,0,0,0,0,0,70,135,0,364,0,0,0,0,,132,11,0,0,0,0,0,4500,38,0,14,0,0,0,0,A
0AFF8D8C=4,129,11,0,0,0,0,0,70,135,0,364,0,0,0,0,NA,132,11,0,0,0,0,0,4500,38,0,0,0,0,0,0,A


094F5C2C=6,54,2,094F5A5C,0,0,0,0,A,54,2,043A430C,0,0,0,0,AA,136,0,0,0,0,0,0,AA,135,0,26,0,0,0,0,AA,56,0,4,0,0,0,0,A,54,2,094F5C2C,0,0,0,0,A
094F5C2C=6,54,2,094F5A5C,0,0,0,0,A,54,2,043A430C,0,0,0,0,AA,136,0,26,0,0,0,0,AA,135,0,26,0,0,0,0,AA,56,0,4,0,0,0,0,A,54,2,094F5C2C,0,0,0,0,A


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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Feb 02, 2025 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, never mind it still does not work...

LOL, what is wrong with this...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Feb 03, 2025 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I wish I could help but I've never tried to use this action before. I hope you can solve the issue.

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Mon Feb 03, 2025 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've never tried this action before either so I can't help with using it, but...

I do know that the AI likes to prioritise war factories and shipyards with superweapons. I'm not 100% which property these buildings have that makes the AI target them, maybe another mapper/modder knows how it or the AI superweapon targeting in general works, but could you perhaps make a fake invisible, unselectable (but still destroyable) 1x1 "shipyard" to place around the map to bait the AI into firing their nuke at it? You could use action 125 (create building at...) to make it appear when required similar to enabling a trigger that would have told them to target the waypoint.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Yesterday, at 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

The action works only for the Nuke SW in vanilla YR.
It is used in the Allied Seattle mission.

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