AI Clone Structures [Vanilla]
Started by Allied General, Jun 27 2010 09:58 AM
7 replies to this topic
#1
Posted 27 June 2010 - 09:58 AM
1. What is AI cloning?
AI cloning is when the AI has more than one factory and when it constructs a unit its gets another unit for free like the cloning vats but for any unit
2. Why should I let AI have cloning?
a. Makes AI harder to defeat by ofsetting the weaknesses of triggers
b. AI can produce more units in less time
3. Sample Code
[GAWEAP2] ;This must be listed under [BuildingTypes]
UIName=Name:GAWEAP
Name=Allied War Factory
Image=GAWEAP ;This is the image of the war factory clone
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,
Arabs,YuriCountry
AIBasePlanningSide=0
Cost=2000
Points=80
Power=-25
Capturable=false ;If is true you just get a factory and no new build options
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS
6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes ;obvious why?
ExitCoord=512,256,0
Spyable=yes
ImmuneToPsionics=no
NumberImpassableRows=1
BuildLimit=0 ;Stops it appearing in players build tab
4. Can human players clone [VehicleTypes]?
No
5. Why use BuildLimit=0 instead of TechLevel=-1?
1. Useful to control AI building if your modification has a Tech Slider.
6. Any side effects?
1. If you have clone factories and triggers for units with BuildLimit= i.e. two barracks and a hero, the AI can make multiple heroes but again this is a way to make the AI harder
AI cloning is when the AI has more than one factory and when it constructs a unit its gets another unit for free like the cloning vats but for any unit
2. Why should I let AI have cloning?
a. Makes AI harder to defeat by ofsetting the weaknesses of triggers
b. AI can produce more units in less time
3. Sample Code
[GAWEAP2] ;This must be listed under [BuildingTypes]
UIName=Name:GAWEAP
Name=Allied War Factory
Image=GAWEAP ;This is the image of the war factory clone
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,
Arabs,YuriCountry
AIBasePlanningSide=0
Cost=2000
Points=80
Power=-25
Capturable=false ;If is true you just get a factory and no new build options
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS
6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes ;obvious why?
ExitCoord=512,256,0
Spyable=yes
ImmuneToPsionics=no
NumberImpassableRows=1
BuildLimit=0 ;Stops it appearing in players build tab
4. Can human players clone [VehicleTypes]?
No
5. Why use BuildLimit=0 instead of TechLevel=-1?
1. Useful to control AI building if your modification has a Tech Slider.
6. Any side effects?
1. If you have clone factories and triggers for units with BuildLimit= i.e. two barracks and a hero, the AI can make multiple heroes but again this is a way to make the AI harder
#2
Posted 27 June 2010 - 02:57 PM
I've never seen use of the BuildLimit=0 system for cloned structures. I've always gone with TechLevel=-1 as the AI still builds the structure.
#5
Posted 28 June 2010 - 06:23 AM
Yeah we all used to...BuildLimit=0 is just tad more convenient coding wise but maybe its trivial in the end as long as main goal is same
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#6
Posted 28 June 2010 - 01:23 PM
BuildLimit=0 kinda flies in the face of Ares's ability to enforce AI Build Limits. Can you come up with a different idea? We could add [BUILDING]AIBuildThisAmount=1,1,2 ;e,m,h on the normal structures and discard this dicking around. Or reuse the old WarfacLimit/WarfacRatio logic from the past (I'm not wild about this)?
Edited by DCoder, 28 June 2010 - 01:25 PM.
Ares - How do you want to improve YR today?
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ModEnc - C&C Modding Encyclopedia | Modders' Quote Database | Yet Another C&C Modding Forum
What's stopping you from migrating to Ares? We can't implement it unless you tell us!
ModEnc - C&C Modding Encyclopedia | Modders' Quote Database | Yet Another C&C Modding Forum
#7
Posted 28 June 2010 - 01:26 PM
Thinking about it a General tag like AIExtraWarFactories= like AIExtraRefineries= could work as well or structure specific as mention.
Of course this tutorial does not take into account DLL enhancement apps otherwise I would have stated [Ares] etc before posting.
Also as with anyone using hacks or DLL enhancements the user should check documentation to see if this feature is part of Ares or whatever.
Of course this tutorial does not take into account DLL enhancement apps otherwise I would have stated [Ares] etc before posting.
Also as with anyone using hacks or DLL enhancements the user should check documentation to see if this feature is part of Ares or whatever.
#8
Posted 29 June 2010 - 08:50 AM
Structure specific would be nicest for ultimate control but admittedly dicking around with base construction is generally full of pits...
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
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