Posted: Mon Nov 10, 2008 4:40 am Post subject:
BuildAI Problem.
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. _________________ QUICK_EDIT
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^^ _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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 . _________________ QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Nov 10, 2008 1:58 pm Post subject:
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? QUICK_EDIT
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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. _________________
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. _________________ QUICK_EDIT
I know that you have a other Problem, but that Thread its called Build AI Problem. And thats what i have.
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. _________________
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. _________________ QUICK_EDIT
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