Posted: Sat Dec 14, 2013 10:32 pm Post subject:
Adding a task force to the AI
Hello.
I know this may have been asked before, but how do i add a new task force to the AI?
I want to make the Allied AI attack with carriers, pretty much , like the soviet AI attacks with dreadnought,I know which scripts to use and all this, i just don't know what to type in the AI ini to make this work.
Before going any further, note that navy does not work well in RA2/YR.
It appears to have tunnel vision: the water.
It will not fire upon defenses on land if not fired upon, it's only retaliation when it comes to landbased units/structures.
So, if you want them to attack 'a building', it won't work out well, they'll probably only target naval buildings (same goes for units). _________________
Before going any further, note that navy does not work well in RA2/YR.
It appears to have tunnel vision: the water.
It will not fire upon defenses on land if not fired upon, it's only retaliation when it comes to landbased units/structures.
So, if you want them to attack 'a building', it won't work out well, they'll probably only target naval buildings (same goes for units).
This is true. AI-owned naval units will only consider objects on water tiles when searching for suitable targets. Exception is indeed that they *might* in some cases retaliate on ground targets. About the only way to get them to attack structures on ground though, is to script them attack a specific waypoint, which is not really usable in skirmish/multiplayer. _________________ QUICK_EDIT
I've managed to get the naval AI to attack base buildings with script 46, but it only worked with spawners like the carrier, dread & sporadically at that too. _________________
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Dec 15, 2013 2:30 pm Post subject:
Mig Eater wrote:
I've managed to get the naval AI to attack base buildings with script 46, but it only worked with spawners like the carrier, dread & sporadically at that too.
This indeed. Only the heavy capital ships (Dread, ACC and Boomer) seem to sometimes do what they're being asked by the script. Not so much for any other ship that can fire on land besides some retaliation. QUICK_EDIT
Before going any further, note that navy does not work well in RA2/YR.
It appears to have tunnel vision: the water.
It will not fire upon defenses on land if not fired upon, it's only retaliation when it comes to landbased units/structures.
So, if you want them to attack 'a building', it won't work out well, they'll probably only target naval buildings (same goes for units).
Yes,I'm aware that navy doesn't work well with in ra2/yr and sometimes it works correctly,or very buggy, but i always wanted to make an AI bombard my naval base and units using carriers,(The dreadnought bombardment is already present).
I want this new task force that has carriers, be just like the dreadnought bombardment, it uses the same scripts.
What i don't know is what to write down in AI.ini, to make the AI trigger this new task force that i made.
@DutchyGamer,Yea thats what i actually wanted, to make the AI attack the land base via bombardment ships.It's sufficient. QUICK_EDIT
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