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My help thread
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Apr 03, 2016 9:39 am    Post subject:  My help thread Reply with quote  Mark this post and the followings unread

Could someone be kind enough to tell me why YR keeps crashing half way through a game.

I made a lot of changes without testing recently so I suspect it is due to one of the new sides I added. Or it could be faulty triggers, which again, I fully coded the AI of 2 new countries without testing anything first.

EDIT: Changed title instead of creating a new topic



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Last edited by XxpeddyxX on Sun Apr 10, 2016 2:35 pm; edited 1 time in total

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon Apr 04, 2016 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, no one's feeling helpful. Anywhere to read up on these codes so I can familiarise myself with debugging?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Apr 04, 2016 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 04, 2016 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I only reinstalled my debugger for this. For the record, I have reinstalled my system twice since I decided to mod OpenRA instead of YR. You can thank me that.

The crash is in Ares code, apparently you had an aircraft selected and the game couldn't decide what targeting cursor should be used on the target you've hovered your mouse over. Probably you have some exotic weapon at the aircraft you shouldn't.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Apr 04, 2016 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks all, I can't really explain why. My MiG has a weapon that spawns debris that deal damage over the course of the animation but that's it.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Apr 10, 2016 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got a couple of problems and I think the issue is in the rulesmd not aimd.

1. All of a sudden, my new side will not build any units at all, defensively or offensively. I've started a fresh new aimd and it still doesn't attack. Builds a full base and harvesters just fine though.

TeamDelays=700,700,700

AIHateDelays=30,50,70  

UseMinDefenseRule=no

MultiplayerAICM=4000,4000,4000

AIVirtualPurifiers=8,4,2

All units are Owner=Koreans,China,Japan

I can't really think of anything else that would prevent the AI from doing anything.. I've tried removing units from task forces to see if it would make a difference.  My only option now is starting rulesmd from scratch and test things out as I go.

2. When pressing TAB ingame, you can see all players' country flags, this hasn't come up in my game for a while now, anyone know why?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Apr 11, 2016 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Check whether AI Triggers are valid like side, conditions and country if given etc. are correct. Check
MinimumAIDefensiveTeams entry in rules and find out how many IsBaseDefense=yes teamtypes exist
with its Max= count for that side.

2. Check the Ares documentation, as there are flag entries for countries section referring to its pcx image.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Apr 11, 2016 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Tried all that. I've tried UseMinDefenseRule=yes and no.

2. Not what I mean, when you tab you can see all the current players' flags so you know what side they are, my game does not show this. Flags are fine, you can see them on the country selection screen.

The AI will literally only use 2 teams, a tank attack that uses 6 tanks and an aircraft attack that uses 4 of them. Nothing else.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Apr 11, 2016 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

You could post the code of a non-firing AITrigger entry. Check TotalAITeamCap. Try raising the TeamDelays
or decrease the BuildTime/Costs for units of those countries etc.

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Apr 11, 2016 9:35 am    Post subject: Re: My help thread Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Could someone be kind enough to tell me why YR keeps crashing half way through a game.

I made a lot of changes without testing recently so I suspect it is due to one of the new sides I added. Or it could be faulty triggers, which again, I fully coded the AI of 2 new countries without testing anything first.

EDIT: Changed title instead of creating a new topic


Making changes without testing AND coding AI without testing can lead to an insurmountable amount of errors. Do yourself and everyone on this forum a favor by isolating changes, otherwise this all just becomes guess work 101....

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Apr 11, 2016 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Weirdest thing, found that those tanks script was using IsBaseDefense=yes, so the AI was actually using it. But now that I removed this, the AI will not build any offensive teams at all.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Apr 11, 2016 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

AI should be chosen as enemy, not ally or be in same team. Before choosing enemy in-game, AI can produce
defensive teams but not offensive teams. AIHateDelays or any attack would make the AI to choose an enemy
in skirmish.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Apr 11, 2016 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI only uses the 2 aircraft teams to attack, builds the tank refinery defense team and then just plays dead, refuses to build any real units. Will spam infantry if reserve is high but otherwise won't train infantry either

rulesmd.ini should be fine as the units are clearly buildable with the correct prerequisites and the right owners. Honestly stuck.

AITriggers
Code:
01000097-G=Asian Infantry - H1,01000098-G,<all>,3,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,20.000000,10.000000,40.000000,1,0,0,0,0100009B-G,0,0,1
0100009C-G=Asian Base Guard - H1,0100009D-G,<all>,2,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,0,0,<none>,1,1,1
010000A0-G=Korean T50 Harv - H1,010000A1-G,Koreans,3,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,50.000000,10.000000,70.000000,1,0,0,0,010000A3-G,0,0,1
010000A4-G=Korean T50 Factory - H1,010000A5-G,Koreans,7,1,AATECH,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,0,0,<none>,0,0,1
010000A8-G=Asian General Capture Neutral,010000A9-G,<all>,1,7,CAOILD,0100000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,0,0,<none>,0,1,1
010000AE-G=Asian Tank Rush - H1,010000AF-G,<all>,3,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,70.000000,10.000000,70.000000,1,0,0,0,<none>,0,0,1
010000B2-G=Korean Bombard - H1,010000B3-G,Koreans,3,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,500.000000,10.000000,500.000000,1,0,0,0,010000B1-G,0,0,1


TeamTypes
Code:
[010000B1-G]
Name=Korean Tank Team - H1
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=0CE4EC8C-G
TaskForce=010000AB-G

[010000B3-G]
Name=Korean Bombard
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=yes
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0607B8FC-G
TaskForce=010000AC-G

[010000AF-G]
Name=Asian Tank Rush - H1
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=08A29DBC-G
TaskForce=010000AD-G


Scripts
Code:

[08A29DBC-G]
Name=General Attack Everything
0=54,0
1=53,0
2=0,1
3=49,0
4=0,2
5=0,1

[0CE4EC8C-G]
Name=General Attack Buildings
0=54,0
1=53,0
2=0,2

[0607B8FC-G]
Name=General Base Defense Attack
0=54,0
1=53,0
2=0,7
3=49,0
4=0,1
5=0,2


TaskForces
Code:

[010000AB-G]
Name=Korean Tank Attack - H1
0=3,GATTNK
1=4,LYNXTNK
2=4,RAILTNK
3=3,MLRS
4=2,SCUDTNK
5=1,AAPC
Group=-1

[010000AC-G]
Name=Korean Tank Anti D - H1
0=3,LYNXTNK
1=2,RAILTNK
2=4,MLRS
3=2,SCUDTNK
4=2,AAPC
Group=-1

[010000AD-G]
Name=Asian Tank Rush - H1
0=4,LYNXTNK
1=3,RAILTNK
2=2,AAPC
3=3,GATTNK
Group=-1

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Apr 12, 2016 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Give the correct side in AITriggers.

Marking with X:

01000097-G=Asian Infantry - H1,01000098-G,<all>,3,4,<none>,0000000003000000000000000000000000000000000000000000000000000000,20.000000,10.000000,40.000000,1,0,X,0,0100009B-G,0,0,1

where X should be 1,2,3,4 etc. depending on side. 0 means no side.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Apr 12, 2016 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Already tried it, doesn't work. AI refuses to build aggressive teams.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Apr 12, 2016 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update: Seems as if the AI doesn't like building certain units, what would cause this? I've been tweaking it all afternoon and got it training teams (partlially with the help of InfantryReserve= :/) could it be because one of the units in the TaskForce is a InitialPayload=x unit? I'll keep testing.

EDIT1: Got the AI to build a full Country specific team; removed a unit from TaskForce and changed script a little, I think it was a unit with InitialPayload breaking the AI this whole time, I'll keep tweaking it until I get it fully functional then post results, thanks all.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Apr 12, 2016 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no problem with InitialPayload units in offensive AI teams. Just tested.

Your taskforces look heavy, try very small teams.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Apr 22, 2016 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure why but I can use InitialPayload units now, my "tab" is also showing countries' flags. My game auto fixed itself perhaps.

Anyway new question: How do you make SW.Autofire work with SW.Designators? This would open up so many new doors to creativity D:

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Apr 27, 2016 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll take the 5 day silence as no it's not possible.

Next question:

Is it possible to make a unit pass through objects, kind of like PlaceAnywhere but for units?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 27, 2016 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I've never used the designators but I presume it wont work because of the limited targeting functions of the AI Autofire.

You can try making an air/jumpjet unit but give it a flight level of 0.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Apr 27, 2016 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried flight level 0, still tries to hover over the building. Better than nothing I suppose!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 28, 2016 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjets go over buildings but aircraft can fly though them BTW.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 28, 2016 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

AircraftType with normal drive (wheel, tracked) locomotor makes a unit move through everything like a ghost.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun May 01, 2016 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO that's just what I needed. Is there any way to make the unit have the 'move' mouse cursor on a building without using the alt click force move function? If I add a dummy weapon to the unit it stops moving entirely.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue May 03, 2016 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Big issue, one of my mixes has gone and shat itself and is now corrupted, no longer shows up in XCC Mixer, can't open it via Editor or Mixer but assets still show up ingame.

Is there ANY way to fix this?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 03, 2016 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Make a new one...  honestly corrupted mixes are my biggest single issue working on my mod.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 03, 2016 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't use XCC MIX Editor, it's the cause 99% of corrupted mix files. Use XCC Mixer's drag & drop function instead.

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