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Plz help...
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Nov 19, 2013 7:26 am    Post subject:  Plz help...
Subject description: problem with AI
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Trying to test Hijacker's AI, they wont run. Can you guys check this? Whats wrong on that code? (note: taskforce, scripttypes, and teamtypes already listed)
Code:
[DRTF13C-G]
Name=1 Jack
0=1,HJKR
Group=-1

[DRSCT07-G]
Name=Hi Jack
0=0,4
1=0,5

[DRSC14C-G]
Name=Hi Jack
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=DRSCT07-G
TaskForce=DRTF13C-G

DRA033-G=Hi Jack,DRSC14C-G,Confederation,5,0,<all>,0100000003000000000000000000000000000000000000000000000000000000,50.000000,10.000000,70.000000,1,0,2,0,<none>,1,1,1

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Nov 19, 2013 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

not an expert but you have no locomotor in there. I used the spy as a car thief. just tweeked that code

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Nov 19, 2013 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Locomotor? What locomotor?

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Nov 19, 2013 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Why does he need a locomotor in AI.ini.
Clearly you're not an expert Laughing

deathreaperz, I assume you added the team/script/taskforce to the list of [TaskForces]/[ScriptTypes]/[TeamTypes]

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Nikademis Von Hisson
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Location: Wilkes Barre PA

PostPosted: Tue Nov 19, 2013 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

wow i have been working way too long on the computer,,,,ny brain is fried....i thought it was the rules he posted...

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Nikademis Von Hisson
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PostPosted: Tue Nov 19, 2013 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

what about in between the 2 lines of code a line that tells your hijacker to move to the enemy base. thats what the spies have listed in the original un modified ai

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Nov 19, 2013 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Test with this,
DRA033-G=Hi Jack,DRSC14C-G,Confederation,5,-1,<none>,0000000000000000000000000000000000000000000000000000000000000000,5000.000000,10.000000,5000.000000,1,0,2,0,<none>,1,1,1
then, can reduce the weightage from 5000 and put conditional checks.

You have to be specific when doing conditional checks like 0,NARADR,0100000003 - enemy owns one or more NARADR.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Nov 19, 2013 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Why does he need a locomotor in AI.ini.
Clearly you're not an expert Laughing

deathreaperz, I assume you added the team/script/taskforce to the list of [TaskForces]/[ScriptTypes]/[TeamTypes]

Already, RP. Plz read well -_-
E1 Elite wrote:
Test with this,
DRA033-G=Hi Jack,DRSC14C-G,Confederation,5,-1,<none>,0000000000000000000000000000000000000000000000000000000000000000,5000.000000,10.000000,5000.000000,1,0,2,0,<none>,1,1,1
then, can reduce the weightage from 5000 and put conditional checks.

You have to be specific when doing conditional checks like 0,NARADR,0100000003 - enemy owns one or more NARADR.

well, i dont understand your meaning "Conditional Check"

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Nov 19, 2013 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

In proper English 'already listed' can mean two things:
- The code you posted is listed in ai(md).ini
- The actual team/script/taskforce is listed in the respective lists

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Nov 19, 2013 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Conditional checks - When this AITriggerType should be considered.

nnn=Name,TeamType,Owner,TechLevel,Condition,Object,xxxxxxxxx....

Condition : -1 for No condition, 0 for enemy owning, 1 for self owning etc.
Object : Which object to check for
xxxxxxxxx.... : how many, less or greater than etc.

Even though old, it is good starting point to check the AI ini doc in this:
http://modenc.renegadeprojects.com/images/RA2YR_INI_Bible_Pack.tar.gz
http://modenc.renegadeprojects.com/Mistakes_In_DeeZire's_INI_Guide

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Nov 21, 2013 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check also that any new ID for AITriggerType like DRA033-G is enabled in maps under
[AITriggerTypesEnable] section.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Nov 23, 2013 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

any AIs that i made from DRA001-G until DRA032-G was working

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Nov 23, 2013 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK, the AI simply can't use hijackers.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Nov 23, 2013 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, it cant use Thief and VehicleThief?

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Nov 23, 2013 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hijacker is vehicle thief.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Nov 23, 2013 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know ._.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Nov 23, 2013 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I remember things right, the AI will only use hijackers if they use a weapon to simulate jacking a vehicle rather than just the Thief/VehicleThief logic. Something like a Parasite with MindControl actually works well for this. That's how I did it in the past.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Nov 24, 2013 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
If I remember things right, the AI will only use hijackers if they use a weapon to simulate jacking a vehicle rather than just the Thief/VehicleThief logic. Something like a Parasite with MindControl actually works well for this. That's how I did it in the past.

So, must make weapon?

Oh, how to make infantries can enter transport to IFVs? coz i put 3 IFV 2 GI 1 GGI on the taskforce and correct scripttypes they wont enter?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Nov 24, 2013 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

FAAAAAAAAIL.

DCoder wrote:
AI:
Script Actions:
Load Into Transport:
tries to shove all units into the first unit of this taskforce, gives up as soon as that fails.


IOW: a taskforce can only have one transport unit.

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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Sun Nov 24, 2013 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI uses the hijaker in some nod mission with the gas missile. could be map scripts and changes to the hijacker by ini import or something though.

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FurryQueen
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Location: Liyue

PostPosted: Sun Nov 24, 2013 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
FurryQueen wrote:
If I remember things right, the AI will only use hijackers if they use a weapon to simulate jacking a vehicle rather than just the Thief/VehicleThief logic. Something like a Parasite with MindControl actually works well for this. That's how I did it in the past.

So, must make weapon?

Oh, how to make infantries can enter transport to IFVs? coz i put 3 IFV 2 GI 1 GGI on the taskforce and correct scripttypes they wont enter?

Don't bother trying to make the AI use transports. Half the time they don't work or it's like Graion said, you can only use one transport. Even if you do get the transport loaded, the AI may not even use the damn thing. Avoid that if you can but if you have to use it, script it so the infantry load one at a time instead of all at once. It's a little more reliable. There's a script Westwood wrote that loads 3 Ivans into a Flak Track but the AI never finishes the script because the Flak Track has five slots... two of which never fill so it sits there waiting...

So yeah, bottom line... avoid transports.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Nov 24, 2013 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
FurryQueen wrote:
If I remember things right, the AI will only use hijackers if they use a weapon to simulate jacking a vehicle rather than just the Thief/VehicleThief logic. Something like a Parasite with MindControl actually works well for this. That's how I did it in the past.

So, must make weapon?

Oh, how to make infantries can enter transport to IFVs? coz i put 3 IFV 2 GI 1 GGI on the taskforce and correct scripttypes they wont enter?


You can make 2 triggers, one with two "load one GI on to an IFV, then dissolve team" scripts, you can even use the same one twice if you want, and one with a "load a GGI on to an IFV then dissolve", enable "loose recruit" on these.

Then have another script with "use 3 IFV's to do whatever", have  recruiter enabled, and it might (with a bit of luck) pick your 3 IFV's to do what you intended, although it may just keep chucking 3 random unmanned IFV's at the enemy too, AH, Westwood Smile

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