Something strange going on...
Started by
Guest_ImmoMan_*
, Apr 12 2004 08:31 PM
9 replies to this topic
#1 Guest_ImmoMan_*
Posted 12 April 2004 - 08:31 PM
The faction names are unchanged, they're still called America and China in the INIs. And if it's AIData that's causing it, what exactly is it?
#2 Guest_ImmoMan_*
Posted 12 April 2004 - 09:05 PM
Solved it. Apparently the AI always gets the first building in its build list (AIData.ini) as its start building. So I just changed AmericaCommandCenter and ChinaCommandCenter into AlliedConstructionYard and SovietConstructionYard, and that solved it.
The next problem was the AI selling its CY immediately, but I just disabled the "Sell Off" folder for both sides and that fixed that too.
The next problem was the AI selling its CY immediately, but I just disabled the "Sell Off" folder for both sides and that fixed that too.
#3
Posted 12 April 2004 - 11:32 PM
When I added factions I just added a small letter on the model so I could tell that used the new faction CC as the starting unit and it started fine without changing the build list. Go figure...
Save the environment, use green text
Some Bullshit Somewhere
#4
Posted 13 April 2004 - 05:39 AM
I'm having this problem too. I've added the command truck to GLA but AI turns this truck into command center building. :?
This is not AI problem. This is INI code.
You say: "So the AI basically just ignored...".
No. All is OK. AI transforms one building into another one.
This is not AI problem. This is INI code.
You say: "So the AI basically just ignored...".
No. All is OK. AI transforms one building into another one.
#5
Posted 13 April 2004 - 08:53 AM
In your case, creator, the build list has overridden the command truck, because the faction name is still the same, and the playertemplate.ini has a different startingbuilding defined than the build list.
#6
Posted 14 April 2004 - 04:25 AM
Hmm.... Build list you say? I'm not sure. I've fixed this bug by removing "FS_COMMANDCENTER" flag from command truck code. And GLA have another start building. U are right.
#7
Posted 16 April 2004 - 10:38 AM
As far as I have been able to experience the precedence list goes like this, from lowest to highest:
INI Code>BuildList>Scripts
The scripts have ultimate precendence.. at least that is what it looks like
INI Code>BuildList>Scripts
The scripts have ultimate precendence.. at least that is what it looks like
#8 Guest_ImmoMan_*
Posted 16 April 2004 - 10:28 PM
Meaning that if you somehow reassign the start building through a script, it always works. Right?
#9
Posted 17 April 2004 - 04:13 AM
Yes it always work.
In PlayerTemplate.ini:
StartingBuilding = GLAFactory
StartingUnit0 = GLAVehicleDozer
StartingUnit1 = GLAVehicleCommandTruck
No script editing. No build list editing.
In PlayerTemplate.ini:
StartingBuilding = GLAFactory
StartingUnit0 = GLAVehicleDozer
StartingUnit1 = GLAVehicleCommandTruck
No script editing. No build list editing.
#10
Posted 17 April 2004 - 08:09 AM
There'll be a tutorial about how to do the scripts for new factions later when there is a wee bit of time.
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