Posted: Wed Jun 16, 2010 2:22 am Post subject:
Questions about separate E1
Subject description: Is there a way to make the AI build them?
Can I somehow make the AI (both for GDI and Nod) build the new E1's? At the moment I've added both units with different images and stats etc. But the AI isn't building them whatsoever, neither in skirmish nor in the campaign for TS/FS. It builds the standard E1 no problem if I enable it, but that's obvious. I'm sure this is all about ai.ini and I'd appreciate it if someone could give me a heads up how to do this, if it's possible.
Also, is there any way to remove the E1 from spawning from the droppod superweapon in FS?
Droppod EI is hardcoded as far as I can tell from a post LKO made... As for AI building your new E1, you'll need to edit the AI.ini to have them build it. Dutchy should know more on this then I do, as well as any other AI coders ^_^ QUICK_EDIT
Posted: Wed Jun 16, 2010 3:56 am Post subject:
Re: Questions about separate E1
Elite_Pirate wrote:
Can I somehow make the AI (both for GDI and Nod) build the new E1's? At the moment I've added both units with different images and stats etc. But the AI isn't building them whatsoever, neither in skirmish nor in the campaign for TS/FS. It builds the standard E1 no problem if I enable it, but that's obvious. I'm sure this is all about ai.ini and I'd appreciate it if someone could give me a heads up how to do this, if it's possible.
Also, is there any way to remove the E1 from spawning from the droppod superweapon in FS?
/E_P
AI needs to be coded to use those individual infantry. It's very simply just did it for my mod. _________________ Red Alert Reloaded QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Jun 16, 2010 2:59 pm Post subject:
Player1 already told you what to do The only stuff that is hardcoded is that E1 is a DropPod inf (as Shakar mentioned), and that survivors from structures can only be 1 infantry (either your Nod or GDI one). QUICK_EDIT
The only stuff that is hardcoded is that E1 is a DropPod inf (as Shakar mentioned), and that survivors from structures can only be 1 infantry (either your Nod or GDI one).
What about the other infantry in the droppod, like the disc thrower? Can he be replaced by other infantry such as the medic or the engineer?
And yeah, I'm taking a look at the ai.ini tutorials here on PPM. _________________ QUICK_EDIT
The only stuff that is hardcoded is that E1 is a DropPod inf (as Shakar mentioned), and that survivors from structures can only be 1 infantry (either your Nod or GDI one).
What about the other infantry in the droppod, like the disc thrower? Can he be replaced by other infantry such as the medic or the engineer?
And yeah, I'm taking a look at the ai.ini tutorials here on PPM.
Get a hex editor (such as Hex Editor Neo), open Game.exe and search for line "chemlauncher". A little after this you can see E2 and E1. Change them to whatever infantry you want to come out of the droppods. Note that both infantry have to have a 2 character long identifier, for example if you want the medic to come out of a droppod you'll have to change its name from [MEDIC] to [ME]. Btw you can also change how many infantry you want to come out of the drop pods by changing the lines
Code:
DropPodInfantryMinimum=5
DropPodInfantryMaximum=8
at the start of firestrm.ini.
To get AI to build side specific light infantry search ai.ini (and aifs.ini) for the line E1. Change all E1 to whatever you want them to build instead, like G1 for GDI and N1 for Nod. You'll have to create 2 extra taskforces since 2 of the taskforces are shared between GDI and Nod. They are
Just change these E1 to G1 and create the new taskforces for Nod. Then search for both [07E04DC0-G] and [08602640-G], and change all Nod entries that are using these to the new taskforces you made for Nod.
This will make the AI build side specific light infantry in skirmish and multiplayer modes. They will still build the standard E1 in campaigns though, you'd have to edit the campaign maps to change that. QUICK_EDIT
E1 and E2 are hardcoded for the Drop Pod infantry. E2 is also hardcoded to Explode.
-Sadface-
SuperJoe wrote:
Get a hex editor (such as Hex Editor Neo), open Game.exe and search for line "chemlauncher". A little after this you can see E2 and E1. Change them to whatever infantry you want to come out of the droppods. Note that both infantry have to have a 2 character long identifier, for example if you want the medic to come out of a droppod you'll have to change its name from [MEDIC] to [ME]. Btw you can also change how many infantry you want to come out of the drop pods by changing the lines
Orly, so hardcoded isn't = Impossible to edit?
I was thinking about the droppod and how one mod I tried back in the day, TF: A Dying World, had a superweapon using the droppod logic which launched a series of mutant commandos in your base.
So when I was told it didn't work to change up the infantry in it I was like: wait what? So you're saying it's possible if I'm willing to employ some .exe modding, would there be any drawbacks to doing this?
And is there also a way to make the droppod carry more than two different units at a time? Like instead of replacing E1 with the Medic could he simply be added on to the team that spawns by the superweapon?
SuperJoe wrote:
AI tutorial
Yep I implemented it and got it to work before this, but thanks anyway.
SuperJoe wrote:
They will still build the standard E1 in campaigns though, you'd have to edit the campaign maps to change that.
Ah..was afraid of that. Stupid map-based AI.
And since I disabled the normal E1 for both the AI and the player, will the map-based AI just build no E1 whatsoever during the campaign? _________________ QUICK_EDIT
There are no drawbacks if you edit the exe to change the drop pod infantry types. But no, you can't use more than 2 types of infantry with it. Think you could make it into only 1 type though, by entering the same value twice in the exe, or just make a clone of the type you want and put it as the 2nd value.
Don't think you can "disable" any unit from the AI, no matter what keys you use (BuildLimit=0 might possibly do it from my tests). If the script tells the AI to build a certain unit, they will, regardless of tech level, prerequisites, ownership, etc. And these scripts are bound to the campaign maps I believe. So the campaign AI would still be building the E1 infantry. Also, all the units that are placed on the campaign maps at the start (not built), will be the default ones, such as E1. QUICK_EDIT
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