Posted: Fri Mar 13, 2015 10:26 pm Post subject:
[ARES] AI using vehicles from pardrop for defenses only
Hello guys.
For example, we want AI Soviet to drop 3 Rhino Tanks on each 5 minutes in its base from Battle Lab, and collecting them, while AI is building Rhino Tanks from War factory, ignoring paradropped ones. Remember that if in aimd.ini it is set for example, AI to build 5 Rhinos for attack, so he will use those 3 paradropped, and build 2 from war factory to have 5 Rhinos for attack. We Want to ignore those 3, but building all 5 from war factory, so he can collect tanks in his base, making Ai harder to destroy.
First, go to [HTNK] and set this GroupAs=HTNK
Second, go make copy of existing [HTNK], name it, lets say [HTNK2], but be sure that it has following
[HTNK2]
Name=Rhino Heavy Tank 2 ;To different them in FA2
TechLevel=-1 ;You do not need it to be buildable from factory as it is clone
AllowedToStartInMultiplayer=no ;No need to start in game with them
GroupAs=HTNK ;This is a must, so it will count as Rhino when selected
Third, you need to create superweapon, tank drop
[TankDropSpecial]
UIName=NOSTR:Tank Drop
Name=Tank Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=AmerParaDrop
Action=EnterTunnel
SidebarImage=TDROPICON
ShowTimer=no
DisableableFromShell=no
ParaDrop.Types=HTNK2 ;This is a must for this to work, always use copy
ParaDrop.Num=3
SW.AITargeting=Self ;This is a must,AI will use this SW at his own building
So, Here you have it. Trick was to drop clone of vehicle (which in game is same as vehicle) in Ai's own base, collecting them for defenses.
Remember that AI is ordered by aimd.ini to use HTNK for attack, not HTNK2, but that HTNK2 has everything as original HTNK so human players wont even notice it. For everyone, its same Rhino Tank!
Right, the rhinos will be used unless you switch all the AI teamtypes to not be recruiters... since recruiter teamtypes clean up whatever orphaned units are left, they are important.
Then setup the AI so that if it owns any of the clones, to set them to guard or whatever actions you want.
The problem I see happening is what if the AI paradrops too many tanks on itself and does nothing useful? Eventually they become locked together and won't move, so it might make sense to add some attack code of high priority if it accumulates above 10 of the clones for example. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 15, 2015 12:20 pm Post subject:
Honestly I think something like this should be unitdelivery and not paradrop. Paradrop is too noticable while modder would like to hide these tricks IMO.
On the other hand you don't even need them scripted to work for base defense, G-E, they will end up in base defense anyways. _________________ "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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True to a point, I find the orphaned units are normally set to harmless unless their base is under attack, then a random selection of units will be re-tasked to defend, but it doesn't appear to be all of them, or even well coordinated.
When you attack it once, or hit-n-rum, they would indeed defend at random groups, but when you attack it heavily, everyone will defend. It never happened to me that tanks got locked or stuck in place.
I am using combination of rhinos and flak tracks as his reinforcements, so you would have to torture yourself if you plan to win from air. _________________
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