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New Locomotor
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Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Sat Jul 28, 2007 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Youv'e got them to work?
As Hyper says, there is no reference to AIgenerals in the exe. I took the liberty of checking the call to AI.tlb too - AFIK, there isn't one. The TLB files do have interesting information in them, but nothing that goes for the games workings - that is all in the exe.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. TLB's are not used be the game, they are only only hold "information" that we can use to understand more about hte engine.
2. AIGenerals is not in the EXE, thus can not be called from the INI, thus any change to that section will have no effect on anything.
3. And just because its in the INI, does not mean it works, many people think StatisticTimeInterval= works if you uncomment it and they "say" they have experienced lags in that interval, where the game is "supposed" to be calculating the score values... wrong, its does bugger all... know why? its not in the EXE.

TSHyper

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Jul 28, 2007 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

when I enabled them there was a definet change in ai behavior

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

you REALY sure... do you smoke cannabis or something? #Tongue

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 28, 2007 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahahhaahaha maybe he did xD

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Jul 28, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

no I'm against all but medicinal drugs and alcohol as long as there properly used. I said there was a change in AI behavior not that they were all that effective.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 28, 2007 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

have you tried it several times? and what changes are we taling about? be more speceific #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jul 28, 2007 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

basically, it dont work, end of...

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 31, 2007 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

while i was looking at some things in the rules.ini,in the Land Characteristics ,you have things like this :
; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Hover=0%
Amphibious=0%
Buildable=no

so this made me think, Foot , Track,Wheel ,etc, must have a serie of locos attached to it somehow, if we find out how to do this, maybe we could make a new type, lets say airtransport,and link it to hover,so it acts completly the same, and then in land characteristics, just set cliffs,etc =100%,like that, you can use the hover loco, but still go over cliffs (hover or another thats better maybe,it's the idea that counts)

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Tue Jul 31, 2007 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I though those were for the MovementZone= rather than the loco it's self.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 31, 2007 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

i dunno, but no where else you'll find foot in rules.ini,so it must be something

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jul 31, 2007 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

its related to the TMP files IIRC, each of them properties control a movement type on that TMP Cell Type... i think...

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Jul 31, 2007 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The sections are the terrain types and the %age settings underneath them control what %age of the unit speed the unit actually travels at over that type of terrain depending on what speedtype the unit uses. Each locomoter has a default speedtype it uses. The terraintype of a cell is set on the tmp file, but can be overridden if there is an overlay on top of it. This is useful for fixing building placement near tunnel tops for example, Cannis used it in a few of his TX maps.

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