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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
AI Triggers (***)
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Mon Apr 02, 2007 2:47 pm    Post subject:   AI Triggers (***) Reply with quote

AI Triggers are used by the game to decide which units AI players build in both singleplayer and multiplayer maps. Similar to normal triggers they are based on a certain event. In contrast, the action is always building a team. While normal triggers often do not work as expected in multiplayer maps, AI triggers can be used very good to achieve the same results.
To use AI triggers you need to know how to make Taskforces, Scripts and Teamtypes which are covered in several tutorials in this manual. You should read these tutorials before making AI triggers.

Let´s take a look at the AI trigger editor:



This is an example for a typical AI Trigger. Let´s take a closer look at the different options:

Enabled: Do not forget to check this if the AI trigger shall be used

Type: This specifies the general event type for the AI Trigger. You can choose between several different types, The selected one specifies that the house that accesses the AI trigger must have a certain amount of certain objects. The exact amount, and the object type, is specified later on.

Name: Just a descriptive name of the AI Trigger

House: Usually this should be all, except you want only a certain house to access the AI trigger

Teamtypes: They specify the teams that shall be created as result of the AI trigger

Multi-Side: Specify if this trigger is for Everybody, Soviets, Allies or Yuri

Base defense: If this is checked, this AI trigger may be used even if the house doesn´t have a hated enemy yet

Available in Skirmish: Check this, and the AI trigger may be used in multiplayer games

Easy, Medium, Hard: In which difficulty modes is this AI trigger available?

Weight: Starting weight of the AI trigger. As higher, as more likely it is that the house decides to build the teamtype

MinWeight: The minimum weight that this AI trigger must have

MaxWeight: The maximum weight that this AI trigger can have

For the AI trigger types 0, 1, 4 and 7 the following applies:

Use Condition, Number and Unittype to select the values that are needed for the AI trigger to fire.


The AI trigger you see here does the following:
Once the current enemy of the AI trigger house has at least 1 Allied Battle Lab, build the teamtype "10 Apoc Attack Base". The AI trigger is useable by all Soviet houses in both singleplayer and multiplayer games, in all difficulty levels. Weight isn´t very high, so it may happen that the house does decide that this AI trigger isn´t as important as other AI triggers and probably won´t fire it. Note that the trigger will only fire if the house´s current enemy is Allied, as Soviet enemies cannot have an Allied Battle Lab.


Now lets take a look at one of the AI Triggers i've made.
(Pay no attention to the wierd name lol)




What this AI Trigger basicaly does, is When a Soviet battle lab is built by anyone, then another soviet team will launch the assault that is given in the AI trigger.

Make the taskforce for what you want the AI Trigger's units to contain, For the AI Trigger above, mine is:



And The script for the AI Trigger above, Is:



And The Team for the AI Trigger above, Is:



And there you go! Give it a whirl, this works for both single-player, and multiplayer maps! Have fun, Mappers. Smile

(P.S:: I posted this in the TS Tutorials Factory also, being as this Tutorial can be used for both Tiberian sun and red alert 2, i hope you don't mind)

Key Words: #Tutorials #Modding #TiberianSun #Firestorm #RedAlert2 #YurisRevenge #AI.INI 

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Chaotix000
Light Infantry


Joined: 25 Apr 2007

PostPosted: Fri Mar 06, 2009 11:43 pm    Post subject: Reply with quote

Where can I grab this editor?

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Mar 06, 2009 11:46 pm    Post subject: Reply with quote

Chaotix000 wrote:
Where can I grab this editor?

In your FinalAlert or FinalSun.
Note that these are for when you make maps, for global changes you'd need a guide on aimd.ini editing (DeeZire's is good)

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Chaotix000
Light Infantry


Joined: 25 Apr 2007

PostPosted: Fri Mar 06, 2009 11:48 pm    Post subject: Reply with quote

Damn nvm then

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 07, 2009 10:13 am    Post subject: Reply with quote

I feel silly. This is my area and I've never posted a tutorial about it, and now Aro does it for me #Tongue
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Mar 07, 2009 10:42 am    Post subject: Reply with quote

I posted this two years ago... Rolling Eyes
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Retired from modding. All the best, PPM!

Twisted Insurrection [Version 0.6]
Twisted Insurrection OST [Vol. 6]
Twisted Insurrection: Gallery

Tiberian Sun Client (Includes UMP)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 07, 2009 10:46 am    Post subject: Reply with quote

...
I need to wakeup, now Rolling Eyes
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MRMIdAS
Stealth Laser Trooper


Joined: 17 Jul 2008

PostPosted: Sat Mar 07, 2009 5:23 pm    Post subject: Reply with quote

Chaotix000 wrote:
Where can I grab this editor?


D-Coder released a decent AI editor a while ago, hunt that down.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Mar 07, 2009 5:25 pm    Post subject: Reply with quote

MRMIdAS wrote:

D-Coder released a decent AI editor a while ago, hunt that down.


http://dc.strategy-x.com/ai2

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Chaotix000
Light Infantry


Joined: 25 Apr 2007

PostPosted: Sun Mar 08, 2009 2:30 am    Post subject: Reply with quote

Cool thanx....did i just revive this two year old post?

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