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About Gap Generator
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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat Jun 12, 2010 9:28 am    Post subject:  About Gap Generator Reply with quote  Mark this post and the followings unread

i have a problem with gap generator. i copy paste the allied gap generator and make one for the soviets. but the computer (soviet) places it far from its conyard. how can i make them build just like the allied computer? (for they were placing it next to their conyards.)



anyway. here's my code:

Code:
;Soviet Gap Generator
[NAGAP]
UIName=Name:NAGAP
Name=Soviet Gap Generator
Image=NAPSYB
BuildCat=Combat
Prerequisite=NATECH,NACNST
GapGenerator=yes
GapRadiusInCells=10
SuperGapRadiusInCells=20
TechLevel=7
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=Russians,Confederation,Africans,Arabs
AIBasePlanningSide=1
Cost=1200
Power=-100
ExtraPower=-700
Powered=true
TogglePower=yes
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes
ImmuneToPsionics=no
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie
BaseNormal=no

Last edited by snmiglight on Sun Jun 13, 2010 6:07 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 12, 2010 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Building placement is random AFAIK, basically wherever there is space #Tongue

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat Jun 12, 2010 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

nope. just tested it. unlike in my copy pasted soviet gap gen where you can still see their conyard, allies really build their gap generators beside their conyards. could it be edited in AI.ini?

Last edited by snmiglight on Sat Jun 12, 2010 12:00 pm; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jun 12, 2010 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you add it to SovietBaseDefenses=. It might make a difference as to where they place it.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat Jun 12, 2010 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

no. but i dont think that this may work. look at this. allies doesnt have gagap in it either.

Code:
AlliedBaseDefenses=GAPILL,ATESLA,NASAM
SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK
ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jun 12, 2010 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know it was just a suggestion. But you could also try removing and or changing the BaseNormal=no to =yes

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat Jun 12, 2010 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok ill give it a shot.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat Jun 12, 2010 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry for double posting...

umm.. basenormal doesn't work either..

weird..

Last edited by snmiglight on Sun Jun 13, 2010 6:06 pm; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 13, 2010 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I was gonna try and see what the heck was happening, But my New Side/Country absolutely refuses to build a Gap Generator. I have it coded in correctly, but for some reason the game is being stubborn about it. Maybe New sides/Countries have a problem reading GapGenerator=yes? Heck I dont know, I just know the New Side/Country will not build them Confused

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Jun 13, 2010 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Because you obviously don't know what you're talking about, Cranium. There is no logical reason why a side would not build a generator as long as you have AIBuildThis=yes on the structure itself.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 13, 2010 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
There is no logical reason why a side would not build a generator as long as you have AIBuildThis=yes on the structure itself.


um, well this is the code and they WILL NOT build it!

[VGAP]
UIName=Name:VGAP
Name=Venom Gap Generator
BuildCat=Combat
Prerequisite=VCNST
GapGenerator=yes
GapRadiusInCells=10
SuperGapRadiusInCells=10
TechLevel=7
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=Venom
AIBasePlanningSide=3
Cost=1000
Power=-100
ExtraPower=-9000
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes
ImmuneToPsionics=no

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 13, 2010 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

AIBasePlanningSide has to be correct too, so Venom would be the forth side?

Also the power plant is the first building the AI will make, all other buildings should be after that. So it would be best to use; Prerequisite=VCNST,POWER etc.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

ohh... i dont have any problems with AI not building its gap gen... my problem is that they are not constructing it the correct position...

and about the thing that ai build structures randomly. its not luck. i have tried it a couple of times. and never did i remembered an allied ai to build its gap generator and at the same time its conyard is exposed... and in the one i made the soviet ai always build their gap generator at the top right of their conyard. just like in the picture i posted earlier.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 13, 2010 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

AIBasePlanniningSide= for Venom is 3, 0=gdi, 1=nod,2=yuri,3=Venom. I also had other prereq's on there but this was the last one I tried it with. It's just Venom is being stubborn for me. They build every other 17 structures they own but just not this one. It's buildable when I play Venom as myself, it's in the combat section and appears properly ingame. The AI just refuses to build this damn thing.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jun 13, 2010 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem is about Prerequisite tag.
Remove NATCH from the prerequisite, and the AI will start build the Gap Generator right after they deploy the construction yard. And at that point, the AI have almost noting in its base, so it will be forced to build the Gap Generator close to the construction yard

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

no its not. GAGAP prerequisites are GATECH and GACNST. and they build it near the GACNST so that it is not visible.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jun 13, 2010 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

just try it ffs

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 13, 2010 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

It won't actually stop the AI from progressing because it's not a required structure. Your idea is pointless.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jun 13, 2010 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
it's not a required structure

wat would a required structure be?

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
It won't actually stop the AI from progressing because it's not a required structure. Your idea is pointless.

i dont have in mind that ai wont be able to progress after they constructed it. im just wondering why they are not deploying it near conyard, thus hiding it like the normal allied computer.

@Arvin
well it works... but the ai builds it... just as you say.. very early. i want it just like the "normal" ai; building it when gatech is constructed, but still close to its conyard. another thing: this also means that human players will be able to construct it very early in the game.


EDIT:
umm... one more thing: how can you make ai toggle its power? so that when power is enough, will switch it to supergapgenerator?

Last edited by snmiglight on Sun Jun 13, 2010 6:10 pm; edited 1 time in total

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 13, 2010 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

snmiglight wrote:
umm... one more thing: how can you make ai toggle its power? so that when power is enough, will switch it to supergapgenerator?

You don't.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

uncodeable?

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 13, 2010 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's just some things the AI cannot do, and this is one of them... unless someone else knows a magic secret that is.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

um ok. forget about that super gap generator stuff. so is there no other way to make the soviets build their gap gen with prerequisites nacnst + natech without taking their conyard for granted?

EDIT:
hmmm. can the answer may be in the aimd.ini??

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 13, 2010 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Structures are not valid for task forces. So the answer to that is no.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Jun 13, 2010 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crying or Very sad

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun Jun 13, 2010 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

What you could do is set up an AI only gap generator that just covers more area. That's probably your only way to go...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 14, 2010 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

snmiglight wrote:
ohh... i dont have any problems with AI not building its gap gen... my problem is that they are not constructing it the correct position...


Well I recoded the other countries back in and didnt have a problem eith them building either, just my new Side/Country wont build them. But anyway, I tested it using the soviets and they seem to place it correctly for me.



gap soviets.png
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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Mon Jun 14, 2010 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm... i think it because the image im using. its psychic beacon. it has 2x2 foundation unlike gagap which has only 1x1.. could it be?

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Jun 15, 2010 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

No sonny *grampa talk*. he's hes say that the key to the gap generator been near the construction yard is Prerequisite=NACNST only!
Because the way AI builds, a base is first building always go near the conyard so doing so makes the proberablies of the Ai adding a gap gen near con yard possiable.


and what High Templar X is trying to say is the Allied gap generator is hard coded so that, no other AI side can have technology center as Prerequisite , when using a gap generator, so a work around version whould be to let AI have a fake one while the player builds the real one. no body will know its a fake because it will do exactly the same thing.

now son do you get it. :S

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 15, 2010 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
now son do you get it.

Not really, your post makes little to no sense o.0

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Tue Jun 15, 2010 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
and what High Templar X is trying to say is the Allied gap generator is hard coded so that, no other AI side can have technology center as Prerequisite

No, I wasn't.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Tue Jun 15, 2010 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
... so a work around version whould be to let AI have a fake one while the player builds the real one...


actually the idea is in my mind... however... umm.. i dont know how to make an ai only buildable structure. Confused

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 15, 2010 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried making the building 1x1 instead of 2x2 yet? I wouldn't be surprised if the AI is building it at the edge of the base because there isn't enough room in the middle.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Tue Jun 15, 2010 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

not yet. anyway, i need to know how to make a building that is ai only buildable.. do you know sir?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 15, 2010 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Try the smaller building first, no point having two buildings needlessly doing the job of one.

As for making it only buildable by the AI build, just disable it using TechLevel=-1.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Tue Jun 15, 2010 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

techlevel=-1? i just tried it and it wont work. i cant build it and so the ai.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 15, 2010 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

If the Prerequisite & AIBasePlanningSide are correct & it has AIBuildThis=yes then the AI will still build it even if the TechLevel is -1, you wont be able too tho.

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Tue Jun 15, 2010 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Does the structure have AIBuildThis=yes tag?

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Tue Jun 15, 2010 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

well. now its working. (i have no aibuildthis=yes) i copy pasted another one; this time ai buildable only and with prereqs nacnst and narefn only. its working! hurray! thank you guys #Milti

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Jun 15, 2010 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer to believe this is hard-coded and unable to change.

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