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Everything posted by McPwny
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Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
can you create an example that proves it? -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
oh sure enough. maby i should have phrased it 'weight shouldnt be more than max or less than min' but oh well. its a pretty self explanatory system where all weights of all teams are combined, and then the individual weights of individual teams are used when the AI picks a team to make... like if you have a only 2 teams, a weight 400 team and a weight 100 team, theres would be a 400/500 chance for the 400 weight team and a 100/500 chance for the weight 100 team. if you take the time to add 'success' actions to your team's scripts and set min/max weights then you can add an extra layer of complexity to your AI, but to be honest you probably wouldnt notice unless it was a really badass AI.. the feature saw a lot more use in TS than it did in ra2 because tiberian sun actually had by far a more complex AI in terms of sheer AI trigger numbers. in my opinion max= on the team is easier to regulate the ai's team production -
no its totally fine if you do, but if it is a change to one of the official maps that comes with cncnet, then you should change the title of the map so people know. otherwise, people would think you are trying to cheat
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the ai builds the nodes in the order that you make the nodes, by the way. i had a headache figuring that little factoid out for the first time... they obey adjacency rules, too. anyways, i look forward to trying your new map
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ive used this trigger action a lot, and ive found that it wont fire properly if there is already a building there, or if the terrain dissalows it. when you use the action, the very top corner of the building will be at the waypoint, so keep that in mind. fa2 handles the action fine, though. ive used it in 400+ waypoint maps. this might have been an action that they added just for yuris revenge. so it might not work in ra2
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lets say there is a team and it has a max=5, and there is 6 AI on the map that can use that team. total, those six AI can build that team five times... like there can only be 5 instances of that team on the map at any 1 time. in skirmish, each AI can build it five times but in campaign all AI combined can only build it five times. no one really knows why i made some notes for this kind of thing on that mapping guide i showed you earlier, if you ever need to refresh your memory
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nice. now that its working and building those basedef teams it will build anything else you tell it to no problem. just remember that in campaign all houses share the max= value on their teams so if you have like 3 basedef teams with max=1 and 2 AI that want 2 basedef teams each one of them will glich out. let me know if you need anything else
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thats the condition of the AI trigger, and if its met it will tell the AI "go ahead and make this team if you can". it will still follow other rules like prerequisites, money, techlevel, owner, and stuff. it only controls when the AI has a green light to consider making the teams. if you tell it to build apocolypse tanks when it has a war factory but i doesnt have a battle lab yet, it wont make the team. you can set it to -1 OR set it to the team's unit's factory and it will just build it when it can, or you could get fancy and set it to make the team only when maby the enemy has a battle lab, or if they build 8 harriers, or if the own house has no conyard etc.
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that comes as a surprise considering that AI triggers are available in the tiberian sun editor. but now that i think about it, the tibsun editor came after the original ra2 one so maby they didnt add it until later in development. very weird
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pretty much basedefense teams are normal teams but the game handles them with special logic. base defense teams are built before the AI even picks an enemy; they are built before other teams (so if the basedef team dies, the AI fills them before anything else). it means that the AI will always always try and build them first, and if it cant build them it will do absolutely nothing. i am looking at your map and you havent made any 'AI trigger types'. pretty much you just make an ai trigger, and when the conditions are met, the ai will build them just like action 4. any team can be a basedef team, but its good to make them actually defend the base. look here: the script tells it to patrol around the base and the taskforce is made up of the most common units. it has priority=1 and areteammembersrecruitable checked which means any team with the same units, recruiter=yes, and a priority more than 1 will steal this teams units( which is cool but not mandatory ). it has reinforce checked which means that once some of this teams units are killed/stolen, the AI will try and make the team whole again ( which is good for pool/defense teams ) house doesnt matter. this team will be a good base defense now the AI trigger just says "hey if you own 1 or more [NAWEAP] and you are "soviet", go right ahead and build team 01000078 at the discretion of the ai trigger's weight." all basedefense teams should have basedefense ai triggers, though. once you have like two teams like this, (or 1 team with a higher max=) you can make as many 'non base-def' teams as you want with the same procedure. the other thing i noticed is that in your AI enable trigger it has actions 3 and 74. what you want is actions 13 and 74 (im convinced 3 does nothing). the "AI Auto Production" triggers fa2 generated automatically are enabling the AI, though
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turning the global AI off in [Basic] means that any ai.ini teams will not be built. literally, it will build only its hardcoded miners and the new teams you tell it to, which is ideal for debugging. i am pretty sure it will ignore the global AI whether or not you have them 'individually enabled' via the default map ai triggers thing... i think they only put that in so people could turn off specific AI triggers in skirmish maps, and whether or not it even properly does that is a mystery to me. i never use it. if the AI is taking a long time to start building its attack teams, but builds defense ones right away, it is because it doesnt recognize a threat and you can hurry it up by using the trigger action "make enemy" if the AI is building all teams but is just annoyingly slow for your tastes, you can ini edit the AI to build them faster with this tag: [General] TeamDelays=2000,2500,3500 ;if way too low the ai may get confused, use 500+ at least and of course, make sure it has money and power. when i make map ai's, i usually ini edit myself an invincible unit with a big gun and a psychic beacon with huge range and then turn the game speed to max (theres a hack to enable the speed slider in campaign somewhere). you will be able to tell if everything is working or not in about a minute like that.
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you can put them into your 'custom maps' folder in your ra2 directory and then play them online. they get loaded to the database the first time you fileshare the map (which happens automatically when someone joins your game room)
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the inner workings of the AI and its triggers in yr are actually exactly the same as they were in tiberian sun, so it will be okay to use normal ra2 with them (might not have "neutral house owns..." condition idk) one of the reasons global AI doesnt work with campaign well is that unlike skirmish, all houses share a max= value.. so if you have multiple houses all allies or soviet, then there may be more houses than available basedef teams etc and it becomes a mess. its easier to debug without global AI also so i never use it and dont really recommend it. global AI might also be whats making your MCV's act weirdly... i know that mcvs have some really janky logic behind their deployment and i know that scripts exist for them in ai.ini that tells them to deploy (though not actually used in skirmish). global AI could be commandeering your mcv teams through recruitment. and lastly about the patrol teams.. you can get around the problem without separate houses if you either 1) make the patrols all out of units that the AI will not try and use ; or 2) add "areteammembersrecruitable=yes" to all the teams, then make sure their priority is set right (assuming your AI teams have recruiter=yes) doing this will make the AI pick up the units and use them and there will be no problem. if its a preplaced unit just tick both recruitable boxes.
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New Mission Map : Viral Agent (Yuri Mission, Yuri's Revenge)
McPwny replied to Concolor1's topic in RA2/YR Maps
when i played, the slaves would destroy the pyramid, a text trigger about a curse would play, and then a few moments later i would get the mission failed screen each time. and yeah. making the pyramid unoccupiable would solve that glich -
kerch strait and moscow have a lot of details but they also have a lot of errors and the maps dont really make any sense at all. only vehicles is just bad.
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New Mission Map : Viral Agent (Yuri Mission, Yuri's Revenge)
McPwny replied to Concolor1's topic in RA2/YR Maps
the map was fun but i kept failing it in the beginning because the slaves would destroy the pyramid. i had to turn the game down to its lowest speed then free the slaves as fast as humanly possible, then using the freed slaves i killed the other slaves that were attacking the pyramid... after that i used the virus and some tesla troopers to steamroll everything on the map. i liked the little details like the spawned crates and the smoke puff on the campfire. also, the game will register a fail if you garrison the one pyramid (because the game registers a change of house as being destroyed, and garrisoning changes the building's house) -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
np im glad it is useful -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
i update the ppmforum post i made on mapping with every known bug in fa2 https://ppmforums.com/topic-47332/the-complete-and-definitive-mapping-index/ it also has the correct indexes for animations, buildings, crate types, radar events, weapon types, and that sort of thing in it. -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
my pleasure it is known about. in my experience siege choppers are full of bugs probably because they use really hacky logic. i figure thats why the AI doesnt use them for much -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
i found that i could make the lightning strike at waypoints over 100 by going into the ini editor of the fa2 interface and changing only the letter-integer to the waypoint i want, and it then ignores what i tell it to do via the trigger editor... for example this lightning strikes at waypoint 136 though it says 0 in the trigger there are other gliches in the fa2 trigger/script writing. for example action 89 doesnt work unless you fix it manually, action 88 displays the particles list and not the particlesystems list, etc. my favorite is that action 42 fires a weapon, not a warhead, at the waypoint. there isnt even a weapons list in rules.ini! (though i had one generated and attached it to the ppmforum post i linked earlier). at any rate , now we know. -
ive made an abomination of a campaign map based on current events, and its deeply offensive. what even is wrong with me? simply take the expand69 file and throw it in your ra2 folder, then load allied campaign mission 01 to play this map. you can delete it when you are done. in the map you play as a politician and raise civil unrest, then use the protesting civilians to destroy a city its pretty neat. the whole map is 1 big shitpostexpandmd69.mix
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Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
its better if you dont. what happens is the AI thinks it can make the teams but cant actually recruit the units into the teams, it gets confused and doesnt work right. of course you could manually force the AI recruit the units into teams if you wanted, but giving the spawned/preplaced units and the AI players separate house will save you the headache. lots of people have had this problem so i wanted to quick mention it just incase -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
prebuild does nothing since TS. i am not sure about the lightning strike thing. i am pretty sure that waypoints use a different system in the text editor than they do in the fa2 editor, so if there is a number, and not two letters, in the waypoint entry of the text file something has gone wrong. but its been a long time since i have looked into that i dunno at any rate i have made this demonstration map that shows how the AI works. you will see that it builds miners, then it builds a number of 'basedefense' teams, then after that, it builds units and attacks you with them. this AI also recruits units from defending teams to attacking teams one last thing i want to say is that pre-placed units will jam the AI, so its good to use a house with no pre placed units as an AI house sov01umd.map -
Mission Map : Weathering the Storm (Soviet mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
by default the AI builds harvesters so no matter what it will build those and you cant stop it (except by ini modding) leaving the globalai on 'enabled', the ai will sort of kind of act like a skirmish AI, but its not meant for campaign maps and the AI will usually just die after a few tanks. if you have teams set in the AI triggers, and the AI triggers you made are 'enabled', the aitrigger house and side are set right (set multi-side and leave house at <all>) the AI has the money and prerequisites to build the units, the AI has enough 'basedefense teams'(it will always build these teams first and if it cant it will do nothing), and the AI is enabled through trigger action 13 and 74, then it will start building your teams as the events on your AI trigger tell it to. (regardless of declaring an enemy) if all else fails just sent me a picture of your ai trigger, its team, its taskforce, and the ai triggers house, or the map itself, and i will look