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Askeladd
PostPosted: Tue Sep 03, 2019 6:00 pm    Post subject:

Crimsonum wrote:
These are great improvements. No longer do I need to add the difficulty and/or house prefix to the trigger/teamtype name #Tongue

That's what I was thinking too.

Updated to version 2.0.4.4 with more contributions by E1 Elite:
Quote:
- Re-arranged and text aligned for the sort columns.
- Added TeamType House column again.
- Fixed width for column's attributes removed.
- Default width of left panel columns made compatible with both 100% and 125% DPI scaling.
Crimsonum
PostPosted: Mon Aug 26, 2019 8:56 am    Post subject:

These are great improvements. No longer do I need to add the difficulty and/or house prefix to the trigger/teamtype name #Tongue
E1 Elite
PostPosted: Mon Aug 26, 2019 2:15 am    Post subject:

Most likely it is my 125% DPI setting that increases the font size and shows TechLevel 10 as 1.... Keeping the columns adjustable will allow support for bigger system fonts as well.
Askeladd
PostPosted: Sun Aug 25, 2019 4:36 pm    Post subject:

Oh I see. I do not have that problem on my machine but I suppose it depends on the font. Unfortunately the column widths are not set in terms of characters but in pixels. I'll widen the columns a bit.
E1 Elite
PostPosted: Sun Aug 25, 2019 3:00 pm    Post subject:

Probably my wordings were not clear on the column widths. What I meant was to give those some minimum width like of 3 characters. Now TechLevel shows 1... for 10 and the column is not adjustable.
Askeladd
PostPosted: Sun Aug 25, 2019 1:22 pm    Post subject:

I updated to version 2.0.4.3 (download in first post):

Quote:
- Removed House column from TeamTypes tab as it is not all that useful.
- Added IsBaseDefense column to TeamTypes tab.
- Added Initial Weight column to TriggerTypes tab.
- Columns except for the Name column have fixed width.
- Increased screen real estate by broadening form width.
E1 Elite
PostPosted: Sat Aug 24, 2019 8:56 am    Post subject:

IsBaseDefense on TeamType and Initial Weight on AITriggers are useful. House on TeamType can be removed to save some real estate, it also seems to be drawn on top of ID which is underneath it.

Columns could be made swapable like to move to/from its vertical position. Those could have a minimum width or fixed width to start with so that user need not keep adjusting those. Just some thoughts if you get time.
Askeladd
PostPosted: Sat Aug 24, 2019 8:44 am    Post subject:

E1 Elite wrote:
Nice. Adding columns in the left panel allows to sort those TeamTypes/AITriggers for comparison/analysis.

Some columns could be more useful than others for the users like IsBaseDefense on TeamType or Initial Weight on AITriggers. House on TeamType isn't useful in AI.ini as game would ignore it and use country/side from AITrigger for producing teams from factories. It is useful in SP maps like when recruiting pre-placed units from the map. People could still use it for sorting as vanilla TS has GDI/Nod for House, YR has <none> there.


Yes I added the House column for Teamtypes even though it is not assigned in the RA2 AI because I thought it can still be useful if you do assign it. If not, I can remove it again. Are there any other values that could be useful to be displayed in a column?
E1 Elite
PostPosted: Thu Aug 22, 2019 2:33 am    Post subject:

Nice. Adding columns in the left panel allows to sort those TeamTypes/AITriggers for comparison/analysis.

Some columns could be more useful than others for the users like IsBaseDefense on TeamType or Initial Weight on AITriggers. House on TeamType isn't useful in AI.ini as game would ignore it and use country/side from AITrigger for producing teams from factories. It is useful in SP maps like when recruiting pre-placed units from the map. People could still use it for sorting as vanilla TS has GDI/Nod for House, YR has <none> there.
Askeladd
PostPosted: Wed Aug 21, 2019 7:54 pm    Post subject:

I uploaded a new version (see first post) with some improvements to the UI that should make it easier to maintain an overview of your team- and triggertypes.

Quote:
Version 2.0.4.2:
- Added columns showing House, Max and Priority to Team Types tab.
- Added columns showing Side, Tech Level, Easy, Medium and Hard to Trigger Types tab.
Crimsonum
PostPosted: Tue Jul 02, 2019 9:45 pm    Post subject:

Thanks for the quick fix!
E1 Elite
PostPosted: Tue Jul 02, 2019 2:23 am    Post subject:

Update version 2.0.4.1

Changes:
- Script action's UI number field's max value raised to 6-digits.

Attaching the updated version and the source code changes over the current github version.


aieditv2_0_4_1.zip
 Description:
AIEdit v2.0.4.1

Download
 Filename:  aieditv2_0_4_1.zip
 Filesize:  235.78 KB
 Downloaded:  10 Time(s)


SrcChanges2041.zip
 Description:
Source code changes

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 Filename:  SrcChanges2041.zip
 Filesize:  15.18 KB
 Downloaded:  3 Time(s)

G-E
PostPosted: Tue Jul 02, 2019 12:49 am    Post subject:

Crimsonum wrote:
I noticed the "Number" value type is limited to 100. This is problematic, for example in a situation where I need to specify a team number greater than 100 (I need units to switch between teams, and I have well over 100 TeamTypes).

That is silly...

Code:
AI Totals:
 Taskforces:315
 Scripts:206
 TeamTypes:517
 Triggers:807
Crimsonum
PostPosted: Mon Jul 01, 2019 9:15 pm    Post subject:

I noticed the "Number" value type is limited to 100. This is problematic, for example in a situation where I need to specify a team number greater than 100 (I need units to switch between teams, and I have well over 100 TeamTypes).
Ich-Henker
PostPosted: Wed May 29, 2019 10:02 pm    Post subject:

Thank you for your update, much appreciated.  Exclamation
E1 Elite
PostPosted: Mon May 27, 2019 2:42 pm    Post subject:

Update version 2.0.4.0

Changes:
- Double click on boolean fields to toggle their values (Credits: Askeladd)
- AITrigger UI fields re-ordered for better readability (Credits: Askeladd)
- Script action types from config file is now parsed based on its ID instead of its array index
- YR config file updated with Ares script action additions of IDs from 65 to 70

Attaching the updated version and the source code changes over the current github version.


aieditv2_0_4_0.zip
 Description:
AIEdit v2.0.4.0

Download
 Filename:  aieditv2_0_4_0.zip
 Filesize:  235.27 KB
 Downloaded:  12 Time(s)


SrcChanges2040.zip
 Description:
Source code changes

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 Filename:  SrcChanges2040.zip
 Filesize:  9.98 KB
 Downloaded:  8 Time(s)

Ich-Henker
PostPosted: Sun May 26, 2019 9:39 pm    Post subject:

Hello,

Is it possible to add new ai scripts from the ares development as a user - i tried it within the config, it shows in the editor but shuts itself down upon trying to reopen it:

67=Enter Vehicles,NoTypes,Instructs the taskforce to enter the nearest vehicles.

"Error occured at ScriptType: xxxxxxx Please verify its format. Application will now close."

..

Edit: turns out you got to have no empty IndexNumbers, so if you want to add 67, 66 and 65 must be added first.
Askeladd
PostPosted: Sun Feb 03, 2019 1:37 pm    Post subject:

I finally got off my lazy butt and updated the first post and repo with the updates that E1 Elite made (thanks!).

DyordsTheBell wrote:
Finally I found a perfect editor to create my own AI tactics without having manually typing it by scratch, thanks.

No problem Smile
DyordsTheBell
PostPosted: Wed Nov 21, 2018 5:49 am    Post subject:

Finally I found a perfect editor to create my own AI tactics without having manually typing it by scratch, thanks.
DyordsTheBell
PostPosted: Wed Nov 21, 2018 5:49 am    Post subject:

Finally I found a perfect editor to create my own AI tactics without having manually typing it by scratch, thanks ????????????.
E1 Elite
PostPosted: Wed Oct 31, 2018 8:14 pm    Post subject:

@Crimsonum: Updated with the fixes.
--------------------------------

Update version 2.0.3.9

Changes:
- TS config file fix of veteran level and removed unused AITrigger condition choices
- Skipped across list duplicate ID check for AITrigger IDs as vanilla TS has such
- Added version number to application title text
- Updated the AIGuide for script action Attack TargetType (0,n)

Attaching the updated version and the source code changes over the v2.0.3.


aieditv2_0_3_9.zip
 Description:
AIEdit v2.0.3.9

Download
 Filename:  aieditv2_0_3_9.zip
 Filesize:  234.76 KB
 Downloaded:  33 Time(s)


SrcChanges2039.zip
 Description:
Source code changes

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 Filename:  SrcChanges2039.zip
 Filesize:  62.16 KB
 Downloaded:  12 Time(s)

Crimsonum
PostPosted: Wed Oct 31, 2018 6:16 pm    Post subject:

In the config files the VeteranLevel values are wrong.

These
Code:
[VeteranLevels]
0=Rookie
1=Veteran
2=Elite


should be
Code:
[VeteranLevels]
1=Rookie
2=Veteran
3=Elite


In addition, TS only uses the following AI Trigger conditions, the additional three (5-7) were added in RA2/YR.

Code:
[Conditions]
-1=No Condition
0=Enemy owns AMOUNT of TECH TYPE
1=AI owns AMOUNT of TECH TYPE
2=Enemy power is YELLOW
3=Enemy power is RED
4=Enemy has at least AMOUNT of credits
chr0nicz420
PostPosted: Wed Oct 24, 2018 7:05 pm    Post subject:

I apologize for not specifying but I mean the version 2.0.3.7. I just assumed the latest version is what it's posted recently here.

Anyway, the latest version, which is v2.0.3.8, fixed the visual issue. Thanks!
E1 Elite
PostPosted: Wed Oct 24, 2018 6:17 pm    Post subject:

@chr0nicz420: Check with this update. When you say latest version, mention the version number also like v2.0.3.7. Reverted some of the changes made by the UI designer tool of VS2017. If the problem still persists, then reduce the DPI scaling. Specially if you have updated Win10, instead of display scaling of 125%, you can try custom and scale it to say 113%.

--------------------------------
Minor update version 2.0.3.8

Changes:
- Reverted back non-essential changes in the form designer file.

Attaching the updated version and the source code changes over the v2.0.3.


aieditv2_0_3_8.zip
 Description:
AIEdit v2.0.3.8

Download
 Filename:  aieditv2_0_3_8.zip
 Filesize:  234.4 KB
 Downloaded:  10 Time(s)


SrcChanges2038.zip
 Description:
Source code changes

Download
 Filename:  SrcChanges2038.zip
 Filesize:  61.72 KB
 Downloaded:  2 Time(s)

chr0nicz420
PostPosted: Wed Oct 24, 2018 4:04 pm    Post subject:

I have some visual problem regarding the latest version of AIEditor.




Apparently you can't see now the total cost of a TaskForce? And even I fully scroll down, I still can't see deeper down.
E1 Elite
PostPosted: Wed Oct 10, 2018 8:18 pm    Post subject:

Source code is shared and it can be compared with the github code and anyone can compile it themselves. There is no threat.

Edit: Just tested with latest MalwareBytes v3.6.1.2711. All the AIEdit files are clean. Also virustotal.com gave it clean. So, the problem could be on your end.

Edit2: Edited the post about further tests and removed its test attachment.

AIEdit.exe in v2.0.3.7 (94208 bytes) checksums:
SHA256: cd0db914b38f3535d0897c06e71b6d432dcae4a61edbc762b65d2e68838389f3
MD5: 98837e4e090447dcbaf96dcc8c21ad9f


virustotal_AIEdit_2037.jpg
 Description:
 Filesize:  108.52 KB
 Viewed:  4170 Time(s)

virustotal_AIEdit_2037.jpg


MRMIdAS
PostPosted: Wed Oct 10, 2018 6:51 pm    Post subject:

E1 Elite wrote:
I just did a build from my Win10 installation and also restored Win7 from backup and checked with it, there is no change in the exe file except for timestamp etc. differences. So, there is nothing wrong with the files, it is only a false positive. Checked at virustotal.com and all are clean, even MalwareBytes.

Can't say if just using the word AI is causing it or checking registry for default browser and then launching the browser for the help html is causing it on your end. Attaching a test EXE file without that launching html from menu part of the code (changes to frmMainNew.cs and frmMainNew.Designer.cs is reverted). Let me know if it still gives warning for you.


yep, still removing it.

EDIT: I do have 2.0.6 it's just in the folder I extracted 2.0.3 which didn't trip the AV, and still doesn't.

EDIT2: 2.0.7 Boots to the editor, trips the AV after booting, so it can't delete the exe, and makes malwarebytes demand a reset to fix the problem. joy.


ai.PNG
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 Filesize:  23.62 KB
 Viewed:  4219 Time(s)

ai.PNG


E1 Elite
PostPosted: Wed Oct 10, 2018 12:27 pm    Post subject:

My understanding is, if you have duplicate BehavesLike in a section, game will use the one that comes last. It won't add up the effects. And it is just logged as a duplicate, it doesn't touch/modify rules file, it is just an info.
G-E
PostPosted: Wed Oct 10, 2018 10:24 am    Post subject:

Just a note that this particular instance of duplicate is perfectly valid, each behaviour adds something, not sure if you want to leave it as a warning/error or make an exception:
Duplicate tag/index [LargeRailgunPart] => BehavesLike in rules.ini!
E1 Elite
PostPosted: Wed Oct 10, 2018 7:02 am    Post subject:

Update version 2.0.3.7

Changes:
- Fixed additional number of duplicate messages on reloading INI files.

Attaching the updated version and the source code changes over the v2.0.3.


aieditv2_0_3_7.zip
 Description:
AIEdit v2.0.3.7

Download
 Filename:  aieditv2_0_3_7.zip
 Filesize:  234.54 KB
 Downloaded:  10 Time(s)


SrcChanges2037.zip
 Description:
Source Code Changes

Download
 Filename:  SrcChanges2037.zip
 Filesize:  62.03 KB
 Downloaded:  2 Time(s)

E1 Elite
PostPosted: Tue Oct 09, 2018 5:57 pm    Post subject:

I just did a build from my Win10 installation and also restored Win7 from backup and checked with it, there is no change in the exe file except for timestamp etc. differences. So, there is nothing wrong with the files, it is only a false positive. Checked at virustotal.com and all are clean, even MalwareBytes.

Can't say if just using the word AI is causing it or checking registry for default browser and then launching the browser for the help html is causing it on your end. Attaching a test EXE file without that launching html from menu part of the code (changes to frmMainNew.cs and frmMainNew.Designer.cs is reverted). Let me know if it still gives warning for you.

Edit: Removed the test attachment.
MRMIdAS
PostPosted: Tue Oct 09, 2018 4:19 pm    Post subject:

Yay, the new AI EDIT triggers MalwareBytes.

It reckons it's "Machine Learning"
E1 Elite
PostPosted: Tue Oct 09, 2018 12:55 pm    Post subject:

Update version 2.0.3.6

Changes:
- Added AI Guide for offline reference.
- Removed the usage of [AIEdit] section for ID generation.
- Provided StartIndex, IDPrefix and IDSuffix fields in config file for customizing IDs.
- Config files updated for corrections and for ID related fields.
- Added duplicate ID check across lists in AI ini.
- Parsing exception message box will now close the application.

Attaching the updated version and the source code changes over the v2.0.3.
Edit: Removed v2.0.3.6 attachments in favor of new release available with bugfix.
G-E
PostPosted: Thu Jul 19, 2018 11:39 am    Post subject:

That's silly and you know it... this use case didn't exist until recently.

Anyway I've added an exemption for [AIEdit], and I'm changing the way orphans are detected/reported so they can be automatically removed OR re-classified.
E1 Elite
PostPosted: Thu Jul 19, 2018 10:44 am    Post subject:

Minor update version 2.0.3.5

Changes:
- Avoid creating duplicate IDs even if [AIEdit] section is deleted from AI ini.

Attaching the updated version and the source code changes over the v2.0.3.

-----------------------------------------

@G-E: That script shouldn't automatically classify and add unlisted/orphaned/unused sections to list. How would you classify a section like

[AIEdit]
Index=16777228

into a TeamType? That script needs correction or exception to this etc.


aieditv2_0_3_5.zip
 Description:
AIEdit 2.0.3.5

Download
 Filename:  aieditv2_0_3_5.zip
 Filesize:  211.66 KB
 Downloaded:  119 Time(s)


SrcChanges2035.zip
 Description:
Source Code

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 Filename:  SrcChanges2035.zip
 Filesize:  38.37 KB
 Downloaded:  1 Time(s)

G-E
PostPosted: Thu Jul 19, 2018 9:19 am    Post subject:

It would do this because it reclassifies orphaned objects and adds them to the list... if this is a permanent change I can add an exception.
E1 Elite
PostPosted: Wed Jul 18, 2018 5:30 pm    Post subject:

Just checked, G-E's aiclean5 script erroneously adds AIEdit to teamtype list. Avoid using that script with this tool's saved files.
Ich-Henker
PostPosted: Wed Jul 18, 2018 3:41 pm    Post subject:

Thank you, i work on it! I had a working session with this error disappearing.
E1 Elite
PostPosted: Wed Jul 18, 2018 3:09 pm    Post subject:

From very early version this tool has used [AIEdit] for getting last used ID for making a new next ID.

You have that as a teamtype which is a mistake for the tool. You should search for AIEdit in your AI.ini and replace with a different ID for both section and list. There should be only a single section without any list entry for [AIEdit] with only Index= entry. That Index= value is the AIEdit's last used hex ID 's decimal value.

If that sounds difficult, share your INI publicly or privately.
Ich-Henker
PostPosted: Wed Jul 18, 2018 2:18 pm    Post subject:

Hey,  thanks for answering. To clarify: It was a team i am not talking about the index at the end of the aimd.ini, it was a real team crated by the program while saving. It had an index entry in the team list always at the last spot in the list, thats why i created a normal test team as  a desperate idea before saving, i was very surprised by this because I used an older version of ai edit for years now ...  what does this error message universally mean?

...now it is back after some renaming of task forces and adjusting some team types in its usage of task forces - i have no errors in aiedit btw. and aicheck doesn't give any ai errors too...[/img]


n.jpg
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 Filesize:  76.28 KB
 Viewed:  5172 Time(s)

n.jpg


E1 Elite
PostPosted: Wed Jul 18, 2018 1:12 pm    Post subject:

Internally the tool stores in sorted format, so the saves are also sorted.

Also don't delete the [AIEdit] section as its Index= is used to get the next new section IDs by the tool. It is not a team and you shouldn't create a team with that ID or use that name in any of the list in AI.ini.

The tool is implemented that way. Those could be personalized/improved, the source code is available.
Ich-Henker
PostPosted: Wed Jul 18, 2018 11:53 am    Post subject:

THanks indeed!

There is one question for me, is there a way to stop the alphabetical or ID ordering or triggers, I made my own ordering scheme before and this tosses it away, I am willing to adapt but a question doesn't hurt.

And I get an error whenever i save my file with ai edit because it creates an [AIEdit] Team, if I erase it, I can open it again but if I save it creates this team again wich makes it unopenable with this message: System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: String
Edit: For now I got rid of it by creating test teams before saving, this stopped the aiedit team to appear...
cxtian39
PostPosted: Mon Mar 26, 2018 9:28 pm    Post subject:

Thanks E1 Elite!
E1 Elite
PostPosted: Mon Mar 26, 2018 8:13 pm    Post subject:

Updated version 2.0.3.4

Changes:
- TeamType fields of Max/Priority/Techlevel now allows negative numbers also.

Attaching the updated version and the source code changes over the v2.0.3.


aieditv2_0_3_4.zip
 Description:
AI Editor 2.0.3.4

Download
 Filename:  aieditv2_0_3_4.zip
 Filesize:  213.66 KB
 Downloaded:  24 Time(s)


SrcChanges2034.zip
 Description:
Source Code

Download
 Filename:  SrcChanges2034.zip
 Filesize:  38.28 KB
 Downloaded:  8 Time(s)

cxtian39
PostPosted: Mon Mar 26, 2018 7:32 pm    Post subject:

I have a suicide aircraft with LimboLaunch=yes but then it's not considered dead after firing so AI can only build the team Max= times.
E1 Elite
PostPosted: Mon Mar 26, 2018 1:25 pm    Post subject:

Max=-1 is valid value but same can be achieved like with Max=1000.
You have to put some limit using condition check in AITrigger otherwise
it keeps on producing.

If you or others want I can give a private/public build which allows -ve
numbers in Priority/Max/Techlevel by switching datatype in the code
from unsigned int to integer.

My intention was to do more proper code changes but felt Max=-1 isn't
useful enough and alternative exists, so didn't do it.
cxtian39
PostPosted: Mon Mar 26, 2018 9:32 am    Post subject:

Can't set Max=-1. If I do it manually, it automatically changes it to 0.
PussyPus
PostPosted: Fri Mar 23, 2018 10:54 am    Post subject:

Now that's easier to make without AI.INI manually.
E1 Elite
PostPosted: Fri Mar 23, 2018 5:18 am    Post subject:

Updated version 2.0.3.3

Changes:
- Script action's parameters now allow negative numbers wherever needed.
- Script actions 53, 54 and 55 now has editable parameters for YR (config\yr.ini).

Script actions 53, 54 and 55 uses 0 as parameter in vanilla YR but Ares
now allows non-zero parameters also.

Attaching the updated version and the source code changes over the v2.0.3.


aieditv2_0_3_3.zip
 Description:
AI Editor 2.0.3.3

Download
 Filename:  aieditv2_0_3_3.zip
 Filesize:  213.63 KB
 Downloaded:  9 Time(s)


SrcChanges2033.zip
 Description:
Source Code

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 Filename:  SrcChanges2033.zip
 Filesize:  38.25 KB
 Downloaded:  4 Time(s)

G-E
PostPosted: Sun Feb 18, 2018 11:37 pm    Post subject:

MadHQ wrote:
My game never crashed. Either way I am going to fix it.

What does my AICHECK say about it?
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