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AI and AITriggerTypesEnable in missions
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 9:01 pm    Post subject:  AI and AITriggerTypesEnable in missions
Subject description: could we have some proper clarification?
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Logically, if a AITrigger is enabled via the map section AITriggerTypesEnable, then it should work.

However, the ModEnc page on that matter is essentially saying that the game, again, defies logic in this case.

So what now? Who's right, and who's wrong?
Ideally, the answer will allow the campaign AI to use both custom triggers defined in those missions as well as the skirmish teams.

EDIT: I currently have the problem that my "ally" who builds a base via base nodes and production triggers but does not build any units, even tho nearly every house is listed as its enemy and has been attacked several times by the other AI.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Nov 09, 2019 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread


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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 09, 2019 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, but why action 30? Last I chked, someone here said it's impossible for campaign AI to build structures without nodes.

Unless there's an exception if it's the standard, also multiplayer, houses..?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Nov 09, 2019 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Action 30 is not needed. Skirmish/MP AI uses BuildXXX, AIBuildThis, AIBaseSpacing, AIBasePlanningSide etc. flags to build the base automatically. AI base building in SP maps is different from skirmish and uses base nodes to build the base which are already specified in the map for that house but has the advantages like it can have any side's building as nodes and can place anywhere etc..

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