Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Thu Apr 02, 2015 3:05 pm Post subject:
A.I. seemingly not obeying triggers
Subject description: Another wierd mapping problem
The problem is, the AI in my mission is not following what I tell them to do in the triggers. So, the first trigger says this:
75 AI triggers stop... 8 Russia
30 Auto Base Building... 0 No
Russia still builds buildings where there are basenodes(it ignores).
A trigger later says this:
36 Local is set... 3 MCV Deployed,0 ;(Player deployed his MCV)
38 Make enemy... 9 Yuri
3 Production Begins... 8 Russia
30 Auto Base Building... 1 Yes ;This is where the AI should build its basenode buildings.
13 Autocreate Begins... 8 Russia
74 AI triggers begin... 8 Russia
In short, I don't want the Russia AI to build up its defences from the very beginning, but rather when the player deploys his MCV. Am I missing something? QUICK_EDIT
Posted: Tue Apr 07, 2015 6:59 am Post subject:
Re: A.I. seemingly not obeying triggers
Set its IQ to something lower than [IQ]Production's value.
Agent Z wrote:
30 Auto Base Building... 1 Yes ;This is where the AI should build its basenode buildings.
lol, you do read the descriptions for actions, right?
Obvious action description wrote:
Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard)
It makes it build like in skirmish, following a default pattern.
It isn't a 'wierd' mapping problem, I bet it's in the braincells, really. _________________
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Apr 08, 2015 5:36 pm Post subject:
Re: A.I. seemingly not obeying triggers
RP wrote:
Set its IQ to something lower than [IQ]Production's value.
Thanks, that seems to be what was wrong!
RP wrote:
lol, you do read the descriptions for actions, right?
Obvious action description wrote:
Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard)
It makes it build like in skirmish, following a default pattern.
It isn't a 'wierd' mapping problem, I bet it's in the braincells, really.
I have read those descriptions, but I was experimenting and tried to get it to work like I wanted it to any way I could think of.
I placed that " ;This is where the AI should build its basenode buildings." a bit randomly on the middle of the list, but I didn't mean that exactly that action was supposed to activate building, but rather that atleast one(wasn't sure which one) of those in this trigger should be doing it (because those were the ones I found related to AI production). Sorry if I was unclear in my post. QUICK_EDIT
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