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More Bugs Found In EAs Scripts


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#1 Guest_DeeZire_*

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Posted 04 September 2004 - 07:12 PM

Not sure if you guys have picked up on this, but before I make any radical changes to my AI, I've been running the whole SkirmishScripts.scb through my script debugger and found some more issues.

I think you all know of the first stuff I found a while back, where some Generals were instructed to construct teams comprised of units they cannot obtain etc. Well, theres a lot more.

In the China and GLA Generals, you should double check all the Base Expansion and Rebuild Dozer (Or Worker) scripts - most of the Generals are told to build the wrong team (they try to build the team belonging to the vanilla General) which leads to poor and often no base expansion. Also, I cant remember the exact folder, but in one script all the GLA Generals are told to adjust the attack priority for the wrong team - again, they are told to increase the priority for the vanilla RPG Trooper team rather than their own team, and in the same folder (I think) most of the GLA and China Generals and told to tell their units to hunt using the Laser Guided missiles ability which of course they do not have :sad:

Hope it helps, looking for more, but as Thudo will testify simply finding and correcting all such bugs leads to a fairly decent improvement in the stock AI.

DZ

#2 Guest_ImmoMan_*

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Posted 04 September 2004 - 08:14 PM

DeeZire strikes again. :sad:

#3 Mithril

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Posted 04 September 2004 - 09:54 PM

That's good info!

There are more bugs like this, as you may know, only the vanilla china side will build mines - the other three china gens won't do it because EA told teamSkirmishChina to use the mine upgrade and NOT the corresponding general skirmish team!

Furthermore in the "China Behavior: Helix Attack" script the helix is told to hunt using the napalm bomb commandbutton EVEN THOUGH the helix's INI hasn't got a CommandbuttonHuntUpdate...

I've been thinking about implementing an "AI platform" or "template" in which all known bugs are fixed .. maybe there could even be some rather major enhancement like Akkrand's development of the dynamic attack path system.. Have to think about that :p
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#4 Guest_Guest_*

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Posted 04 September 2004 - 11:19 PM

Yeah indeed a template without these bugs and the scripts in the right place would make it easier for people to take up scripting, however adding a completely new attack system that involves sacrifial units and waypoints might not be desirable (i barely use waypoints for example).
That would sure be more welcoming than the 2+ hours to sort out scripts and bugs!

#5 Guest_Guest_*

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Posted 05 September 2004 - 05:21 AM

Furthermore in the "China Behavior: Helix Attack" script the helix is told to hunt using the napalm bomb commandbutton EVEN THOUGH the helix's INI hasn't got a CommandbuttonHuntUpdate...


Yep, and further to this the Nuke General is told to do the same thing even though he doesnt have the Napalm Bomb, he has the Nuke Bomb instead - his Helix's are even told to upgrade with the Napalm Bomb!

#6 Mithril

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Posted 05 September 2004 - 08:54 AM

What! thats a doubly nested error!

Hmm I think I've just found another bug: the nuke general is told to buy the uranium shells and nuclear tanks upgrade, while the Nuke_ChinaNuclearMissileCommandSet has none of these upgrades..
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#7 Sc4Freak

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Posted 05 September 2004 - 09:41 AM

Vanilla USA's scripts has a script telling skirmishamericaairforcegeneral to upgrade control rods, and in the GLA's scripts to fire generals powers it tells the AI to fire the gps scrambler instead of the sneak attack.

#8 Guest_DeeZire_*

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Posted 05 September 2004 - 01:19 PM

The 'Enter Fire Base' scripts for the USA Generals are screwed up too - most of them tell the assembled team to enter the nearest AmericaFireBase which is wrong - they are being told to enter the nearest vanilla structure rather than their own which effectively means the USA Generals hardly ever (if at all) place troops in a Fire Base :p

#9 Cammy

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Posted 05 September 2004 - 02:01 PM

Hmmm... that with the Firebase is not a Failure, i played so often against the USA and on Hard Difficulty they ALWAYS put a Team of 4Missile Defenders in all their Firebases.... :p

The Thingy with the NukeGen and their Uranium Shells and Nuclear Tanks Upgrades is because the WGShells and the Fusion Reactors are cut from ZH, as you should well know DeeZire :p

#10 Mithril

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Posted 05 September 2004 - 02:09 PM

as you should well know DeeZire


Uhm wait a minute, I said this..


Vanilla USA will garrison their firebases, the USA generals won't because.. well read his post :p


Good info here! Am I mistaken or are all the garrison scripts from the generals screwed too - thudo once said something about them being completely useless..
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#11 Lion

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Posted 05 September 2004 - 02:13 PM

-The Infantry general is told to upgrade to nationalism (which it has) instead of patriotism
-The SWG wants to get composite armor
-AI players cant research MOABs properly 99% of the time for some reason
-The AI comes with priority sets for almost every unit but berely uses them, it also comes with a script for rushing that seems to be ignored by all but the GLA.
-Dozers are programmed wrongly so they try to build a building and it remains at 0% for ages

But the biggest, most game destroying one in my opinion:
-Planes use attack paths LOL!!!!
Its sooo funny... auroras are not invulnerable when following paths, planes use up their ammo on the way and still proceed to attack with no ammo left... in some maps they stop midair and do 90 degree turns!! you need 3 quad cannons to stop all planes as they will always come through a rail-like waypoint line and stop flying a lot of the time.
But thats not all...

-AI cant get its own oil derricks at base because they arent in the combatzone
-AI can only get to one oil derrick at a time
-They have some 40 scripts/teams dealing with the garrisoning of at most 2 buildings in only SOME maps while most gens wont ever garrison buildings other than those (or fail miserably to do so in some maps with infantry outside the building in a tight pack)
-Some USA gens have teams with pathfinders even though they dont appear in the gen power list
-They cant use flame wall, laser lock, helix bombs, most hero powers, combat drop, gps scramble (properly) etc etc
-Gla gens have scripts to build tunnel networks near the enemy base that dont work (once again inviso AI unit would help)
-Instead of checking every x seconds for building control rods, lots of scripts have that in them and the AI screws up and ends up with power shortrages while buildings its own base...
-AIs wont use neutron mines
-The AI uses paratroopers, IN LATE GAME, ON THE ENEMY BASE. This could be filed as generosity but i will go for bug...
-The AI will spend all its money. Great! Rebuilding? uhh ohhh uhmmm...
-Auroras will fire 2 (yes 2) bombs a lot of the time they attack using waypoints
-Demo bikes hit single infantry when attacking
-AI doesnt use inferno cannons? (ok they are crap but still...)

Guess that will do for the time being... just about of these i have already fixed, all the others can be done as well...

Edited by Lion, 05 September 2004 - 02:18 PM.


#12 Cammy

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Posted 05 September 2004 - 02:36 PM

as you should well know DeeZire


Uhm wait a minute, I said this..

Vanilla USA will garrison their firebases, the USA generals won't because.. well read his post :umad:

<{POST_SNAPBACK}>


Yes, but he re-enabled the WG and Fusion Reactors in Pro:Gen for ZH, which made me do that too, i fixed the Scripts too for that :umad:
Nah, all USA Factions are garrison the Firebases. But you know that my Scripts are a bit surprising for no Reason, remember about the GLA Worker building a Demo Trap near Tech Buildings, which you said is not usual :p

This with the MOAB is really confusing, i never saw the AI use it.... they always just use the Daisycutter and if they use it, it appears right at the Spot where to drop the Bomb... :)

-AI doesnt use inferno cannons?
-AIs wont use neutron mines


My AI does use them.... and that annoying often... :p
The most sickening Bug of all is that the AI USA MD's can use their Laserlock to Infantry and Buildings too.... :p

#13 Lion

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Posted 05 September 2004 - 02:46 PM

Neutron mines? ive never ever seen it, and infernos (well the ? sign is there for a reason)
I wouldnt even call that a laserlock though... id call it DOOM! the range over a screen away lol

#14 Cammy

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Posted 05 September 2004 - 02:49 PM

Neutron mines? ive never ever seen it, and infernos (well the ? sign is there for a reason)
I wouldnt even call that a laserlock though... id call it DOOM! the range over a screen away lol

<{POST_SNAPBACK}>


mmmmhh..... it can be that i re-added the N-Mines my own, don't remember atm :p I enabled every single Upgrade for the AI that they can posses :)
That Issue with Alexis wanting Composite Armor is because she has actually a Paladin in their Arsenal :umad: Which I made buildable for her too :p

Hehe DOOM seems appropriate somehow for that :p

#15 Lion

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Posted 05 September 2004 - 02:52 PM

oh and i forgot a funny one
-Stealth general builds demo bikes!!

#16 Cammy

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Posted 05 September 2004 - 02:55 PM

LOL

Yes, this is what i saw too :p But only in GC....

#17 Guest_Guest_*

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Posted 05 September 2004 - 03:23 PM

The Thingy with the NukeGen and their Uranium Shells and Nuclear Tanks Upgrades is because the WGShells and the Fusion Reactors are cut from ZH, as you should well know DeeZire


I think youve not understood what I typed...

Uranium Shells and Nuclear Tanks are, and always have been in Zero Hour - theyre just not available for the Nuke General but the point Mithril made (not me as your post infers BTW) is he still tries to research them. WPUranium Shells and Fusion Reactors were added in ProGen and in my AI thats what he researches - again, we're talking about bugs in the stock SkirmishScripts.scb here and trying to fix them, were not talking about mods, additions or enhancements to its behaviors.

As for the Fire Base issue, all I can say is that you have a pretty weird standard setup if the Laser General garrisons his Fire Bases in skirmish because the teams he builds are told to garrison vanilla USA's :p

#18 Cammy

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Posted 05 September 2004 - 03:55 PM

I said that the WGShells and FR's are cut in ZH actually, and that is a Fact, isn't it? :p
I know that my Scripts are really weird, but that started with downloading the sorted SkirmishScripts.scb from SDI :p

#19 Guest_Guest_*

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Posted 23 October 2004 - 10:57 PM

Am I mistaken or are all the garrison scripts from the generals screwed too - thudo once said something about them being completely useless..


Kinda - the problem with them is that the scripts tell the teams to enter specific (i.e. named) structures and on pretty much most if not all of the maps out there (including the ones that ship with the game) the structures that can be garrisoned have not been named at all - the practical upshot is that although the scripts themselves are not flawed, the map design is, so the AI never garrisons anything.

#20 Mithril

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Posted 24 October 2004 - 09:17 AM

I'm going to (attempt!) to make a bugless SkirmishScripts.scb for ZH.. as such, I will need a list of bugs to kill. here it is - feel free (by all means) to suggest much more.

Edited by Mithril, 24 October 2004 - 09:18 AM.

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