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BuildAI Problem.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Nov 10, 2008 4:40 am    Post subject:  BuildAI Problem. Reply with quote  Mark this post and the followings unread

Hey guys. I recently started playing around with the idea of seperate MCV's for GDI and Nod, so we could have alternate artworks for them. I got this working using the method where MCV's are the only units allowed to start in mutliplayer and disabling the bases option (and baseunit).

The game works lovely, I have separate MCV's, separate conyards and all is well in the world. However, I can't get both sides to deploy there MCV's properly.

The tag at fault is this one:

[AI]
BuildConst=GACNST,NODYARD

GACNST is the GDI construction yard, and the MCV deploys into it with no problem whatsoever. NODYARD is the Nod Construction yard and it doesn't deploy at all. Now before you all say the ID or name is at fault or whatever. I tried this:

[AI]
BuildConst=NODYARD,GACNST

When trying this, the Nod MCV deployed perfectly, but GDI was stuck there unable to deploy. So it's the first building the game finds it lists as a construction yard, and none after it. This is extremely fustrating, so any help or advice is appreciated.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Nov 10, 2008 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Hyper lives that way -> #Tongue

Seriously, that's most likely to be the only way you can get this done.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 10, 2008 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

give the MCV's a dummy weapon and DeployToFire=yes. Wink

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Nov 10, 2008 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Whilst that works, it wont use the full range so no this not a feasible option. Yes I have tried that.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Nov 10, 2008 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that could be because of the category (support). Try to give it a dummy weapon and change the category, maybe it works then^^

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Nov 10, 2008 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has a DummyWeapon at the moment, simply the long range is not used, methods like dummyweapons for forced deploy have been tried a long time ago for other various problems in TS and don't work Sad.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Nov 10, 2008 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know I don't have any experience hacking TS, but wouldn't it be as easy to make that tag (or however it's called) to accept multiple entries instead of one?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Nov 10, 2008 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Arf, i said this to Morpher, BuildConst takes multiple entry's, it has to be the code that only takes the first entry when processing the AI code.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Nov 11, 2008 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, so what does that mean? Is there a solution to this that you can help with?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Nov 11, 2008 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's about five minutes of work for either H or me.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Nov 29, 2008 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm DCoder tried to help the problem via hacking, however the results were, not really successful, then again I don't think we reached the end of the tests. This problem is still open and is very very annoying. Any ideas or information is appreciated.

I'd also like to point out please do not mention deploy to fire methods, it doesn't work and it never will.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Nov 29, 2008 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am still looking into this, there is one thing i gotta work out before i get into it.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Dec 02, 2008 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats the "thing" that you need to work out?

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Cabals Wrath
Medic


Joined: 06 Nov 2008

PostPosted: Tue Dec 02, 2008 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this is a BuildAI Problem Thread so i can ask something here too?

My AI keeps Building even if he has no Money. I KNOW, the AI always plays unfair and has infinite Money and Builds in seconds etc. But that really sucks. There is no Logic in attacking their Harvesters and Raffineries if they will still Build and Buy Stuff.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Dec 02, 2008 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's kind of not related to what I'm referring to. I'm talking about a tag which isn't working and thus causes MCV's not to be deployed, your talking about AI and money handling, which we know for ages that the AI cheats anyway.

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Cabals Wrath
Medic


Joined: 06 Nov 2008

PostPosted: Tue Dec 02, 2008 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that you have a other Problem, but that Thread its called Build AI Problem. And thats what i have. #Tongue

I know the AI Cheats but its wasnt THAT extreme in the other C&C Games like Red Alert, its older but the tactic to destory the Enemy's Harvester Works. Here, in the newer Game not.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Dec 02, 2008 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The enemy will get less money with the harvester destroyed.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Tue Dec 02, 2008 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea I was wondering how they kept building units when there was not tiberium on the map.

Anyways back on point, so if this dosnt work out, its still possible to make maps with the AI already having a conyard before the game starts right?

So in other words no random maps.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Dec 03, 2008 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

No it's not possible to have a conyard at the start of the map, which can already be allocated to a random skirmish player.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Dec 03, 2008 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it isn't possible without hacking then Confused

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Dec 03, 2008 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh for craps sake, another problem.... Mad

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