Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 8:46 am
All times are UTC + 0
Mysterious non-player side buildings [Solved]
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Dec 03, 2015 9:24 pm    Post subject:  Mysterious non-player side buildings [Solved]
Subject description: TechLebel=-1 + Occupiable=yes = neutral Building
Reply with quote  Mark this post and the followings unread

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?

;French Bunker clone
[GABUNK2]
UIName=NOSTR:Allied Battle Bunker
Name=Allied Battle Bunker
Adjacent=4
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Armor=concrete
BaseNormal=no
BuildCat=Combat
Prerequisite=GACNST
Capturable=false
ClickRepairable=yes
Cost=500
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
Owner=French,Russians,Confederation,Africans,Arabs,YuriCountry,YuriCountry_SouthPole
RequiredHouses=French
ForbiddenHouses=British,Germans,Americans,Alliance
Powered=no
Sight=7
Strength=600
TechLevel=-1

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

Back to top
View user's profile Send private message
RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Fri Dec 04, 2015 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Have you tried TechLevel=0?

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Dec 04, 2015 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

It is just that you are NOT supposed to do TechLevel=-1 bunkers (CanBeOccupied=yes)
that are 'buildable' for even the AI.

As that is the ONLY thing that separates normal garrisonable civilian buildings on the maps from normal buildable soviet like battle bunkers.

Nothing to do with ARES, you just stumble into initial design decision.

TechLevel=11 won't work as that also has the ability to tell AI, do not make!

Your only good choice is to give it prerequisite that player CAN'T have.

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 04, 2015 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

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
=======================
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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Dec 04, 2015 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your kind help!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 2.4535s ][ Queries: 11 (2.2912s) ][ Debug on ]