Posted: Tue Nov 19, 2013 7:26 am Post subject:
Plz help...
Subject description: problem with AI
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)
not an expert but you have no locomotor in there. I used the spy as a car thief. just tweeked that code _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
wow i have been working way too long on the computer,,,,ny brain is fried....i thought it was the rules he posted... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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 _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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. QUICK_EDIT
Why does he need a locomotor in AI.ini.
Clearly you're not an expert
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" _________________
Quote:
Humans were born for two things: to pray and be productive.
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 _________________
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.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Nov 23, 2013 12:33 pm Post subject:
AFAIK, the AI simply can't use hijackers. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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? _________________
Quote:
Humans were born for two things: to pray and be productive.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Nov 24, 2013 3:28 pm Post subject:
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. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
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. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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 _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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