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oh mai, another ai topic
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Dec 12, 2007 7:11 pm    Post subject:  oh mai, another ai topic
Subject description: sorry :p how do you make it build mcv and base spread?
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like in mental omega? X_x i need step by step instructions. if you know me well you would know i get confused easily with big and small words. what i want it todo exactly is....

ai build mcv
have some units drive with it. and guard it

have it go to flat land anywhere on map (not get stuck in a ore patch)

deploy, make a barracks, warfactory, and ore refinery with alot of defenses.

is what i said possible :p ?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 13, 2007 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

If the AI builds an MCV, and it has the MCV deploy script, it will automaticly search for a place to deploy (too bad it sometimes tries to do that inside it's own base...).
And when it deploys an mcv, the AI automaticly sends all units it got to the new conyard.
When it's deployed, the AI will automaticly build a secondary base. But don't try this with 2 conyards, then the AI will build everything 2 times, including superweapons Wink

But to answer your question: yes, it's possible. I advice looking at the original MCV create trigger in the ai(md).ini Wink

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Dec 13, 2007 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright, i will do that. but how do you make it so the mcv goes to allies base and how do you make the script only work once it builds super weapons?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Dec 13, 2007 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is a AI tutorial for a reason, we don't spoon feed you.

the bug dutchgamer mention is a actual two factory ai bug e.g. if ai has two barracks, it gets double inf

you can achieve what you want specifically but only on heavily scripted ai maps

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Dec 13, 2007 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

i read the ai topic.... i saw nothing in it todo with mcvs doing what i wish for them.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Dec 14, 2007 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deezires AI tutorial explains how to add new taskforces with scripts, teamtypes and scripts

Its not that hard geez ..

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Dec 18, 2007 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

any actual help? for i am new with the ai and cant just go read a tutorial, and if you do not want to help like some people in this topic really do not bother posting for i read the ai topic before i even came here.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 18, 2007 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I advice looking in Deezire's ini guide, and try creating some simple attacks yourself. That's how I started too Wink

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Dec 18, 2007 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you have link to this guide? i read one before and i did not understand.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 18, 2007 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't remember where i got it from, but I do have the guide on my pc...



ratrul1.rar
 Description:
the modding guide

Download
 Filename:  ratrul1.rar
 Filesize:  399.96 KB
 Downloaded:  101 Time(s)


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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Dec 22, 2007 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry it took me a while dutchygamer, but thanks.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 22, 2007 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Np Wink

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Hemlig
GDI Hacker


Joined: 05 Jan 2007

PostPosted: Sat Dec 22, 2007 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

The script would look like this:
[XXXXXXXX-G]
0=53,0 :OR YOU CAN HAVE 0=54,0
1=9,0

This means the units go to enemybase(how many cells away from the base is controlled in rules[AISafeDistance=]), and then deploy. AI will take care of the rest.
If you have 54,0 instead of 53,0. The unit will gather outside there own base(that is also controlled by AISafeDistance= tag)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 22, 2007 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

That script is also in the original ai(md).ini. It's called the MCV deploy script Wink

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Dec 22, 2007 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

i was just hoping the ai would build a mcv and have units follow it and make curtain buildings... but cloning everything is good too.

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