Posted: Thu Dec 03, 2015 9:24 pm Post subject:
Mysterious non-player side buildings [Solved]
Subject description: TechLebel=-1 + Occupiable=yes = neutral Building
I wanted to create defensive structure clones to use the new initialpayload logic from ares but a strange bug occurs: the AI builds the bunkers but they belong to no side, so they attack the the Ai that build them and the AI itself attacks them back - until they completely kill each other.
1. Solution one was to set the techlevel from -1 to a positive value like 1 but i do not want the human players to have them as a buildable option techlevel=11 does not work.
Other building clones work fine but with every defenive structure so far it did not work. I even uncloned them so all of them have their own shp and art.ini entry did not help it.
I delist it from the defense structure list to prevent multiples of it.
Here is the code -anyone familiar with this problem?
Okay= used alternate Prerequisites - thanks!
CanBeOccupied=yes
MaxNumberOccupants=5
CanOccupyFire=yes
;IsBaseDefense=yes
AntiInfantryValue=25
AntiArmorValue=5
AntiAirValue=0
AIBuildThis=yes Last edited by Ich-Henker on Fri Dec 04, 2015 11:36 am; edited 2 times in total QUICK_EDIT
Occupyiedable + TechLevel=-1 = neutral building when empty.
With initialpayload, I guess the building was created first and become neutral and then this neutral building created some neutral infantries inside thus they are all neutral.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 04, 2015 10:46 am Post subject:
Keep in mind that the AI follows building prereqs, so this additional prereq building must be buildable by the AI! _________________ "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
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