Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Oct 17, 2012 10:16 pm Post subject:
Maybe due to the reason that AI ignores those. _________________ "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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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
What the best course of action to do is; make a new building and then use that building on Prerequisite= on the units them selves. this will control the AI to build on the buildings tech-level, some how this tech level thingy is weird only buildings are recognized by the tech level its on, maybe the Ai was only half compete?
Like the others have said and i say again. AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Oct 18, 2012 10:42 am Post subject:
Dubzac wrote:
AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini.
Wrong. AI does NOT obey prereqs, the sole way mimicing is that the triggertype is based upon the prereq. (using One of my BLab exists as trigger condition for a BLab prereqed and so on)
AI ONLY obey prereqs on buildings during the base building. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Oct 18, 2012 7:27 pm Post subject:
Change the Trigger so it fires when the AI owns the required structure (Radar, Battle Lab, etc).
To other AI editors: yes, this ztype up dynamic AI as it will create teams for actions that are not happening (creating anti-SW teams when no SW are around), but it's either this or the AI creating Apocs at the beginning of the match. QUICK_EDIT
*clears throat*
Never mind Tech Labs are not covered in hack section in rules INI.
AI trigger will sometimes cover it though. like duchy just said. that is what i meant last post.
BTW does it really matter what AI does?. I mean your going to lay waste to it anyways. QUICK_EDIT
Every country in my mod has a special advanced taskforce using the country super units (and faction ones too). They do not build it until they have their country specific building.
For example, as some of you know America in my mod specializes in prism technology and infantry. They build a "big team" once they have the Infantry Training Center.
So yeah, just to add on to the fact that using prerequisites in trigger types works just fine without bugs. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
AI will not obey Techlevel but it will obey Prerequisite in the Rulesmd.ini.
Wrong. AI does NOT obey prereqs, the sole way mimicing is that the triggertype is based upon the prereq. (using One of my BLab exists as trigger condition for a BLab prereqed and so on)
AI ONLY obey prereqs on buildings during the base building.
In my plan, AI should send sniper dron when enemy own a certain number of infantry. Without this attack will be useles, since all infantry is likely to already be in the bunker. QUICK_EDIT
There's no "enemy owns at least this much infantry" condition, only "enemy owns at least this much of a specific object".
You can't make the AI hunt for infantry only when there is a specific number of them on the battlefield, unless you set a specific infantry as a condition. QUICK_EDIT
The trigger conditons won't make the attached team attack that object it will just trigger the AI to construct the team when it exists. The team will follow the script it is given. QUICK_EDIT
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