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 Forum index » Modding Central » Red Alert 2 Editing Forum
AI Transport Scripting
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Morenn
Vehicle Driver


Joined: 15 May 2011

PostPosted: Mon Apr 19, 2021 7:59 pm    Post subject:  AI Transport Scripting
Subject description: Loads then immediately Unloads Transport
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Hi guys,

I'm having a very specific issue with my AI controlled transports. They produce the taskforce, the units all load in to the transport, then immediately disembark. Then units + transport will attack the enemy base - it seems like they just skip the line "Move to enemy structure" in the script. (I'm having a similar issue with Allied Nighthawk teams too). It seems to be intermittent and does not happen every time.

I have not changed the Ally/Soviet scripts and did my best to duplicate them for vs Yuri. Is there something in my TeamTypes, Triggers, something else I can look at? Is this a known issue?

Trigger values are set high while I've tried to fix this.

Code:

Taskforce
[08A2824C-G]
Name=1 Flak, 5 Engineers
0=1,HTK
1=5,SENGINEER
Group=-1

Scripts
[0A8856FC-G]
Name=Soviet Transport vs Sov Con
0=58,25
1=14,0
2=43,0
3=47,25
4=8,0
5=49,0
6=46,131097
7=0,6
8=0,2
9=0,1

[0A88524C-G]
Name=Soviet Transport vs Allied Con
0=58,131086
1=14,0
2=43,0
3=47,2
4=8,0
5=49,0
6=46,131074
7=0,6
8=0,2
9=0,1

[YURICONY-G]
Name=Soviet Transport vs yuri Con
0=58,196622
1=14,0
2=43,0
3=47,131373
4=8,2
5=9,0
6=46,131373
7=0,6
8=0,2
9=0,1


TeamTypes
[0C143EFC-G]
Name=Soviet Engineer vs Ally
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=yes
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=yes
Aggressive=no
Suicide=yes
Priority=6
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=yes
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0A88524C-G
TaskForce=08A2824C-G

[06BC2DEC-G]
Name=Soviet Engineer vs Soviet
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=yes
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=yes
Aggressive=no
Suicide=yes
Priority=6
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=yes
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=0A8856FC-G
TaskForce=08A2824C-G

[SOVYURRUSH-G]
Name=Soviet Engineer vs yuri
VeteranLevel=1
MindControlDecision=0
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=yes
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=no
LooseRecruit=yes
Aggressive=no
Suicide=yes
Priority=6
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=yes
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=YURICONY-G
TaskForce=08A2824C-G


Triggers
0ECCFA7C-G=Soviet Engineer vs Sov H,06BC2DEC-G,<all>,3,0,NACNST,0100000003000000000000000000000000000000000000000000000000000000,2000.000000,50.000000,2000.000000,1,0,2,0,<none>,0,0,1
0C8EEEDC-G=Soviet Engineer vs Ally H,0C143EFC-G,<all>,3,0,GACNST,0100000003000000000000000000000000000000000000000000000000000000,2000.000000,50.000000,2000.000000,1,0,2,0,<none>,0,0,1
SOVTTR27-G=Soviet Engineer vs yur H,SOVYURRUSH-G,<all>,3,0,YACNST,0100000003000000000000000000000000000000000000000000000000000000,2000.000000,10.000000,2000.000000,1,0,2,0,<none>,0,0,1

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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Apr 19, 2021 8:01 pm    Post subject: Reply with quote

LooseRecruit= maybe?
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Tue Apr 20, 2021 1:16 am    Post subject: Reply with quote

If the enemy doesn't have the building given in 47,StructureNumber when the script fires or target that building then the team will move on to execute next script action.

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Morenn
Vehicle Driver


Joined: 15 May 2011

PostPosted: Tue Apr 20, 2021 7:23 am    Post subject: Reply with quote

Quote:
LooseRecruit= maybe?

I just checked and this is set to "No" on the default Teams, I don't remember changing this but will reverse it to see if that helps.

Quote:
If the enemy doesn't have the building given in 47,StructureNumber when the script fires or target that building then the team will move on to execute next script action.

That could be it, but the first two scripts are for GACNST and NACNST so they should have it. I might have messed up the Yuri script as the building list becomes hard to work out due to the gaps - I believe YACNST is 301 but is that true?

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Tue Apr 20, 2021 8:32 am    Post subject: Reply with quote

AI Editor could be used, so that you don't have to compute the list count - https://ppmforums.com/topic-38259/ai-editor-for-ra2-and-ts/

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