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#1 LarkinVB

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Posted 31 March 2005 - 03:10 PM

I'm adding chaos lord daemon strength and librarian weaken resolve (whats the real effect of this ? I guess moral boost but I'm not sure).

What other abilities are missing ?

#2 thudo

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Posted 31 March 2005 - 03:50 PM

I thought those abilities are passive ones that are present on the Hero/Important Unit when researched? Check the /ABILITIES folder for info on these. There aren't that many abilities that aren't covered.

One that needs to be addressed down the road is the Orks BadDok's Fighting Juice as it should target every squad and not just Hero Units. Something that could be looked at as this unit can really give Ork's a big advantage keeping squads/heroes alive longer.
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#3 Vader6

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Posted 31 March 2005 - 05:11 PM

Weaken resolve is an active ability, its already in game. You can reaserch it after you reaserched pretty much everything else in the ancient relic, and you have an orbital relay. (this also allows you to reaserch warcry for the FC.)
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#4 thudo

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Posted 31 March 2005 - 05:15 PM

Thanks Vader.. Yer new here yet yer posting weekly? In another Revora forum then? Yer an Artist with what DoW affiliations? Just curious.. :p

Edited by thudo, 31 March 2005 - 05:16 PM.

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#5 LarkinVB

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Posted 01 April 2005 - 09:14 AM

I think weaken resovle and daemon strength are active abilities which aren't used by AI yet. Same for battlecry, embolden and machine spirit. Will add them all.

Edited by LarkinVB, 01 April 2005 - 10:20 AM.


#6 thudo

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Posted 01 April 2005 - 02:22 PM

Machine Spirit would be an interesting addition. I never use it but if the AI could and efficiently then that would indeed be a sight to behold.
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#7 LarkinVB

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Posted 01 April 2005 - 05:20 PM

I would like to activate grot infiltrate but can't find it in the ability folder ?

#8 thudo

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Posted 01 April 2005 - 08:13 PM

heheh.. Are you planning on making them cute little green guys all sneaky-like? It has to be there as a human player can make them go "infiltrate" so the associate LUA should also. If it weren't the game would crash if you tried to use it.

Now that would be a tactic - imagine your allied AI using, an "infiltratable" squad to run to the enemy's base, sit either behind the main base or around so you can see that part of the map. Is it even worth doing? For DeepStriking 2-4 Dreads it would be but thats late game.
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#9 LarkinVB

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Posted 01 April 2005 - 08:17 PM

.. but where is it. Not in the abilities folder. I do need the ability name to use it.

#10 thudo

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Posted 01 April 2005 - 08:35 PM

I'll have to check at home. Check the grot's SBPS and EBPS folder locations where their lua exists and it should give a clue where the ability resides.
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#11 LarkinVB

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Posted 03 April 2005 - 08:58 AM

So ?

I did send you the vehicletactic.ai with marine spirit enabled. Please replace the squad_ai:IsInCombat() with squad_ai:WasRecentlyHurt() as duration is short and it's better to switch on just while being attacked.

function VehicleTactic:DoAbilities()

	if self.squad_ai:WasRecentlyHurt() then
    
    	--check if I use machine spirit
  local spirit_id = cpu_manager.stats:GetAbilityID( "marines_machine_spirit" )
  
  if self.squad_ai:CanDoAbility( spirit_id ) then
  	self.squad_ai:DoSpecialAbility( spirit_id )
  end

  end
end

Edited by LarkinVB, 03 April 2005 - 09:01 AM.


#12 thudo

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Posted 03 April 2005 - 05:00 PM

Currently in the country at present but returning tonight. The AI was updated on Friday with all the changes you made and tested. Will make alternations when back at base camp. :)
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#13 LarkinVB

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Posted 04 April 2005 - 08:45 AM

Please change Ability.DoAbilityTarget to Ability.DoAbilityPos for weaken_resolve in librariantactic.ai.

#14 thudo

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Posted 04 April 2005 - 01:26 PM

Was sick last nite coming home from the country so plan to make changes throughout today even though I'm at work. :p
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#15 LarkinVB

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Posted 04 April 2005 - 08:32 PM

Please give me a clue about the name of following abilities :

grot infiltrate
trakk speed boost

#16 thudo

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Posted 05 April 2005 - 05:53 AM

These seem to be the only entries that enable Infiltrate for all types that can use it:

Under \ebpextensions
----------------------------------------
-- File: 'infiltration_ext'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("extension")

GameData["identification_range"] = 12.000
GameData["identification_time"] = 5.000
GameData["infiltration_event_name"] = ""

Under /sbpextensions
----------------------------------------
-- File: 'squad_infiltration_ext'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("squad_extension")

GameData["modifiers_while_concealed"] = Reference("modifier_table")
GameData["requirements"] = Reference("requirement_table")

Under /modifiers:
----------------------------------------
-- File: 'enable_infiltration'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("modifier")

GameData["application_type"] = "apply_to_entity"
GameData["usage_type"] = "enable"

Grots use this which associated to above:

GameData["squad_infiltration_ext"] = Reference("squad_infiltration_ext")
GameData["squad_infiltration_ext"]["requirements"]["required_1"] = Reference("required_research")
GameData["squad_infiltration_ext"]["requirements"]["required_1"]["research_name"] = "ork_research_grot_infiltrate"

Note the SM's Scouts have the same entries:
GameData["squad_infiltration_ext"] = Reference("squad_infiltration_ext")
GameData["squad_infiltration_ext"]["requirements"]["required_1"] = Reference("required_research")
GameData["squad_infiltration_ext"]["requirements"]["required_1"]["research_name"] = "marine_scout_infiltrate_research"

For WarTrukk Speed Boost it uses the ork_turbo_boost.lua as found in the ork_wartrak.lua:
----------------------------------------
-- File: 'ork_wartrak'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("ork_vehicle")

GameData["ability_ext"] = Reference("ability_ext")
GameData["ability_ext"]["abilities"]["ability_01"] = "ork_turbo_boost"

Edited by thudo, 05 April 2005 - 06:01 AM.

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#17 LarkinVB

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Posted 05 April 2005 - 03:22 PM

Thanks. Works for the booster but I still don't know the ability name for infiltration I can use with cpu_manager.stats:GetAbilityID().

#18 thudo

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Posted 05 April 2005 - 03:32 PM

It looks like Relic used the same abilityID for all four factions. Makes sense as its one of the abilities that is shared common among all of them hence the _id calls made for Scouts, Rangers, Grots, etc.

Btw, what are your intentions for having the AI use Infiltrate? Stealth missions for the AI to reveal the FoW for allies? That would be, most devious! hehehe
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#19 LarkinVB

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Posted 05 April 2005 - 03:56 PM

Just wanted to enable it for grots. But as I can't get the right ability string I will drop it.

#20 thudo

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Posted 05 April 2005 - 04:45 PM

This is something BigFoot could answer methinks. Do it for one: then Infiltration becomes available for all.

Have to wait, however, til Wed nite.. Relicforums are in maintenance mode as you've seen unless we go on IRC. hehe.. Ahh.. good olde instant chat! Dunno if I wanna be doing that from work. :p

Edited by thudo, 05 April 2005 - 04:46 PM.

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