Posted: Wed Oct 18, 2023 10:59 pm Post subject:
AI Trigger not working with Conditions
Subject description: Except for Type: -1 None
I am testing on a new singleplayer map. I took a similar AI Trigger from Soviet Mission 4 for RA2 where it checks for Soviet MCV. It doesn't work. I went to the very basic and just didn't add anything but the default and it works. The two AI Triggers sends two different units: Rocketeer and GI. The Rocketeer was supposed to be created once there is a Soviet Construction Yard. The GI only follows the default. And only the GI comes out. The rocketeer was also changes to the default and it does come out of the barrack when there isn't a condition set.
Is there anything required before using conditions? This is mostly for learning the AI Triggers so there isn't anything complex I added with the setup.
AITriggers are fired randomly from whichever ones meet the conditions required, per a large interval. Don't expect the AI to make a unit right away just because it can. You can of course adjust the weightings to make it more likely though... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
So what I did was correct and I just wait? But when both GI and Rocketeer are set the same they both get created, not at the same time but still created and I had also tried checking the map with an attack and waited and there is still no Rocketeer.
You could have retained the FA2sp.dll that was part of the Patched FA2. It has more organized UI, condition related UI elements are clubbed together.
On Side entry, use the side specific value, not 0 - All. You wouldn't want any side AI to use this AITrigger.
In SP maps, the house has to choose an enemy before creating attack teams. If it hasn't chosen an enemy, how will it check if enemy owns something. Use a trigger to set Make enemy action 38. Should have Enable production actions 3 and 74 for the AI house already. QUICK_EDIT
I got it to work but it was me killing the GI and then the GI no longer gets created only the Rocketeer. And now the Rocketeer, everytime it gets killed, gets renewed again. Maybe that has something to do with the AI having not chosen any target yet so it just built the GI. I have no idea why when nothing is set for condition for the GI, it stops the production of the Rocketeer but like I said it might be because I killed the GI and that set me as the enemy. That doesn't explain why the GI is no longer getting produced from the barracks though since setting the Type to -1 should just make the AI build GI whenever from what I read. QUICK_EDIT
so the AI creates teams at a certain interval which you can adjust with the tag 'TeamDelays='. for a period of time at the
beginning of a game which is set via 'AIHateDelays=', the AI doesnt pick an enemy so doesnt produce attack teams, but
does produce its basedefense teams which can also be controled via 'MinimumAIDefensiveTeams=, MaximumAIDefensiveTeams='.
common problems that cause the AI to not work right are too few of those defense teams, in which case the AI will glich and make
nothing, or if there the AI cant chose an enemy it will create only defense teams and no attack ones.
i suggest checking on those, and also setting the AI trigger to fire when the own house has the appropriate building for it for at least
the basic teams _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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