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Concolor1

Mission Map : Weathering the Storm (Allied mission)

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21 hours ago, McPwny said:

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

Oh right thanks for explaining that, I guess one of the keywords I read into it was 'Lottery', implying it was more down to chance that Ai when it came to creating teams. However now youve given me a much better idea of how it, 'should', work least it gives me more insight and a rough idea of how I should be translating an idea with the editor. Once again thanks.

Completely off topic ive discovered that Event 2 Spied Upon fails to work in RA2 as does Event 53 and 54 respectively Spy Entering as House and Spy Entering as Infantry..... both would of been fun to work with,  but Ive found a work around. As an afterthought, can a building be modified so it can be entered by a Spy but not an Engineer?

Spyable=yes Capturable=false would this work or do both spy and engineer use the same capture logic when it comes to entering a building?

10 hours ago, McPwny said:

can you create an example that proves it?

Your asking RaVaGe, about the Weighting not working Im guessing here.

Edited by Concolor1

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15 hours ago, RaVaGe said:

The weight system is quite broken in RA2/YR. The Ai prefers certain units over others without considering weight.

I might be a bit too novice for your creative hub, just yet. but thanks for the invite.

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some of those old actions and events are completely obsolete. most of which have been completely obsolete since before tiberian sun.. why they are included in the editor is beyond my comprehension. especially considering there are fully working actions that arent included in the editor. anyways, im almost certain that action 2 is a useless relic from older games. 53 and 54 too, probably

i did a quick test and capturable= false + spyable=yes worked.

the reason i asked ravage to prove it is because i already know the ai weight system works just fine. the problem with ra2 ai being that theres not many team per house and also that they set minweight way too low for some reason. 

i dont think ra2 team knew what they were doing with the ai.. but the ai system was made by the tibsun team after all haha

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This gets more and more interesting. I ought to run a side project of test each and every trigger so there's an example of what does work in RA2 and what does not. Is there a list of these working actions that aren't in the editor? (Unless your refering to the YR ones of sending tanks to Tank Bunkers, Units to Garrison ect?

Thanks for the quick test, bit of an afterthought after I wrote a disable/enable trigger for my objective. Least the building does not exist trigger works. I only ever used Finalsun editor once. It kinda killed it for me not being able to add texts at the time. There was a mission kicking around, I wrote.

At the moment my Ai seems to be building teams in order. it has a preference for terrordrones though.

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that reminds me that i never added yr script actions to my post... 
trigger actions 94 and 43 are both unlisted and work. i think the descriptions will come up if you manually type the numbers into fa2.  all of them are listed in my ppmforum post, even obsolete ones.

by the way i ran a few tests to be sure. event 2 and 3 dont work, even if you add the old-school obsolete tags that would have caused the triggers to fire. 
53 and 54 DO work, but the description in fa2 is wrong. they trigger when the spy enters a celltag, not when it enters a building.

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Amazing! Great work on 53 and 54. That would mean surrounding a building with Celltags, (just almost as good, providing the Unit doesn't get killed before it enters. Im guessing that placing a building directly onto a celltag, voids that celltag from working.

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13 hours ago, McPwny said:

the reason i asked ravage to prove it is because i already know the ai weight system works just fine

You'd better explain how it works then seeing as my Ai keeps using just Engineer+flak track team instead of rhino tanks and terror drones no matter what I set the weights to on any of the teams. 

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