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AI
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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sun Jun 24, 2007 10:54 am    Post subject:  AI
Subject description: problem with ai.ini not working correctly...
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Is there any way to make an AI unit move to a freindly building cause I can't find the script for it...

Last edited by DragonFly on Sat Jun 30, 2007 9:53 am; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 24, 2007 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as i know, this is only possibel from RA2. So to answer your question: it's not possible Wink

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sun Jun 24, 2007 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

... Well ive got a pool team which build my missiles mech than deploys them (they can fire undeployed so the ai won't deploy them unless the script says so)
The problem is 90% clump around the war factory so if i can't make the script move them to another object is it possible to just get more of them to move away from the factory without acatually leaving the base?


How come in this AI file ONLY the pool teams for the juggernaught, missile mech and artillery work atall?
I see no reason why the scripts for captureing the netrual ITF's and attack scripts as well as the infantry pool teams are not working...



AI.INI
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 Filename:  AI.INI
 Filesize:  14.54 KB
 Downloaded:  254 Time(s)


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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Sat Jun 30, 2007 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

So can no one explain why most of my ai scripts don't work???

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superdjidane
Cyborg Engineer


Joined: 17 Nov 2011

PostPosted: Thu Nov 17, 2011 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is impossible to make AI uses Aircraft.

All my Ai triggers works with vehicle and infantry and vehicle, but not with Aircraft. Is it a special way for that ?

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Thu Nov 17, 2011 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

superdjidane, what you're talking has no sense, of course AI can use aircraft

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Thu Nov 17, 2011 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
30000003-G=Cap ITF 03,20000003-G,<all>,2,7,ITF03,0100000003000000000000000000000000000000000000000000000000000000,500.000000,50.000000,1000.000000,1,0,0,0,<none>,1,1,1
30000004-G=Cap ITF 04,20000004-G,<all>,2,6,ITF04,0100000003000000000000000000000000000000000000000000000000000000,500.000000,50.000000,1000.000000,1,0,0,0,<none>,1,1,1


The problem is the 7 and the 6. I mean, 7 and 6 can't be used in that place, the only numbers allowed are -1,0,1,2,3 and 4, being the most commonly used -1 (enemy owns/no condition), 0 (enemy owns) and 1 (AI owns).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Nov 18, 2011 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

superdjidane wrote:
It is impossible to make AI uses Aircraft.

All my Ai triggers works with vehicle and infantry and vehicle, but not with Aircraft. Is it a special way for that ?

Yeah, sure, and in my mod the AI magically uses aircraft just fine because I'm Dutchy...
AI and aircraft work fine. Hell, they even work so well I reduced the amount of air attacks by the AI because they are so annoying. Mostly because for each unit the AI buys, it gets a free copy for each Helipad it owns (aka Clonewars bug).

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Nov 18, 2011 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Mostly because for each unit the AI buys, it gets a free copy for each Helipad it owns (aka Clonewars bug).
I don't think it's free. I have seen the AI produce different units from multiple factories at the same time, and sometimes also the same unittype but at different times (like WF#1 produces a Titan, and a second later WF#2 produces another Titan). Of course, if the AI has a neverending MultiplayerAICM cash bonus, it's practically the same as cloning.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Nov 18, 2011 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

With WF it may be different as it has to wait for a door anim. For Airpads the unit spawns immediately if it is empty, or else it will fly in from the edge of the map.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Nov 18, 2011 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
With WF it may be different as it has to wait for a door anim.
Doesn't explain the different unittypes thing though. I believe it's like RA1; the AI pretty much plays like it'd have a C&C3-style sidebar but just happens to build the same unittypes from all factories most of the time.

If you wonder why I think it works like that in RA1, I remember seeing that when I sent spies to two AI war factories and they were producing different vehicles.

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