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> AI Editing, i'm just need a link where i can find a complete Ai Editing tutori
azri_apoc
post Jan 13 2008, 12:21 PM
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hi guys, i have a little problem here hmm.gif , i'm gonna need a link to any tutorial that related in AI Editing. cuz i'm got a little problem with AI in my mod. its just a small help, i hope you all can give me a link where i can find those tutorial.
thanks. smile.gif

This post has been edited by azri_apoc: Jan 13 2008, 12:24 PM


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Lin Kuei Ominae
post Jan 13 2008, 02:04 PM
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take a loot at the TS modding tutorials wink1.gif : (***) Very detailed guide to editing the AI of TS (and RA2...)


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
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Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
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Yoshi
post Jan 13 2008, 10:56 PM
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If you're talking about multiplayer AI, then that guide will work more efficiently. However, if you are working with single player, it fails. I've written a post in PPM regarding this. I've tested multiple times and spent around 5+ hours trying to get the AI to JUST build a FULL pool without IsBaseDefense being toggled. All tests failed and on some occasions, the AI wouldn't build at all (when IsBaseDefense is toggled on).

Here's the post taken from my tutorial created in PPM (It was on here too, but was never restored, and shouldn't).
Post Source: http://www.ppmsite.com/forum/viewtopic.php?p=203436
QUOTE ("krnyoshi")
This tutorial should be scrapped. Upon 5 hours of further research on AI Triggers I've noticed that "IsBaseDefense=" is VERY limited by the rules.ini entry "MinAIDefensiveTeams" and "MaxAIDefensiveTeams". Depending on the difficulty setting is what determines how many "defense" teams should be created. I started noticing that the computer usually built a couple units from my "pool" list, but sometimes did not pool every team type, or even didn't build the team all the way (it was a rather odd bug I suppose).

I've also tested various combinations of options for Teams to try and make the AI pop new units out of the structures, but all to no avail. Prebuild and Autocreate do not create units. Same with keeping "waypoint=" blank (this works with the fourth trigger action, Create Team, however). Also, when "IsBaseDefense" is switched to yes, SOMETIMES the AI will allow its base defense units to be recruited in another AI trigger, while other times it would disallow recruitment of units regardless of "AreTeamMembersRecruitable" being chosen as yes.

It's still kind of funny and strange how I modeled my test AI system like how WW made theirs (even copied one for research purposes) and it still failed. Perhaps I'm doing something wrong? I'm not even sure.

Pooling may allow SOME recruitment to other AI triggers, but it doesn't seem very reliable. From both missions that I've done in my campaign that contain AI triggers, it appears that sometimes they work fine for a little while, but then crash and burn as time goes on, or from the very beginning.

Other than trying the "pool" option, I attempted to create a simple AI trigger that is supposed to create a taskforce by scratch, and have them move along a VERY simple linear path of waypoints. Weights were adjusted to where it was a very high percentage chance that the AI would trigger this, fired up the game, loaded the map, and it failed miserably. Sitting on the computer for about 3-5 minutes on the fastest setting, and nothing happened.

In conclusion, single player AI triggers seem to cause more of a headache than multiplayer ones. Can anyone who actually got the AI triggers to work in single player without the use of "pooling" can shed light into this? By use of AI triggers, I mean using them to produce new units.

I swear to god, at this rate, my mapping production rate will become stagnant again because of this, unless I go back the way I used to make the AI build, which would cause difficulty to shoot up the roof again. Rolling Eyes

EDIT: By the way, I already went and read up http://www.steffke.de/jbbs/doc/CC/Kuenstli...g_en/index.html and I still got problems. The AI engine helped with identifying the tags easier, but it didn't seem to clarify much for single player. Mostly multiplayer it seems. confused.gif


This post has been edited by Yoshi: Jan 13 2008, 11:05 PM


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azri_apoc
post Jan 14 2008, 12:17 PM
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actually, i've got this problem with AI when i'm make a separate E1 for Nod and GDI. both of these sides always send me a tanks and vehicle and other infantry, and they doesn't send those E1. only they send is a crew that escaped from building(original E1). sick.gif thats why i'm asking for tutorial, because this is my first time i'm editing AI's, and it was so difficult to figure out. anyway if its so, i have to make my own research and learn from other TS Mods. hmm.gif


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Lin Kuei Ominae
post Jan 14 2008, 01:33 PM
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i have not much experience in ai editing, but from the few i know, it should be enough to clone every team and script that uses e1 infantry and change the infantry as well as the owner to the new sides standard infantry.

This post has been edited by Lin Kuei Ominae: Jan 14 2008, 01:33 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Aro
post Jan 15 2008, 03:32 AM
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Edditing the AI Is actually really easy, but as Yoshi said, when coming to AI Triggers in maps, It's a whole new story. If you seriously want to edit the AI and you have zero experience, I Highly reccomend DCoders AI Edditor.

(Yes It can be used in TS as well as RA2)


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azri_apoc
post Jan 15 2008, 12:21 PM
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wow, thanks Aro dance.gif , this tool is useful. anyway thanks for everyone that reply to this topic. happy modding!! wink1.gif

This post has been edited by azri_apoc: Jan 15 2008, 12:23 PM


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Aro
post Jan 16 2008, 01:10 AM
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You're welcome. smile.gif


--------------------
Aro - Leader of Twisted Insurrection and Evolution.

Tiberian Sun: UMP
Tiberian Sun: Modding Tools
Tiberian Sun: Mapping Tools

"Aro is OP." - TiberianFuture
"Aro for Dictator!" - Droke
"Aro for President!" - CL4ymOr3
"You're Aro, you always win." - daTS
"He's referred to as The Aro because he really is that f*cking awesome!" - Fenring
"Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum
"To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Creagor
post Jan 16 2008, 09:20 AM
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http://www.steffke.de/jbbs/doc/CC/Kuenstli...genz/AI-Engine/

Probably the most complete TS AI guide available.

Edit: Ah dammit, I didn't notice Yoshi's link to the same place. But its there, and I'd reccommend giving it a read.


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NodTrooper
post May 2 2008, 01:01 AM
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I always wondered, has anyone taken a look at the starcraft AI? I mean, I understand the pooling problems, and it seems to me that maybe we could fix it up to model Starcraft somewhat...I'm just throwing ideas out there, I do maps....just the maps...if you want any PM or email me...cause after I give it too you, you put the triggers and all that jazz....But I first have to figure out how to get it to work properly. My maps are extremely small.....for certain reasons.
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eXit
post May 3 2008, 07:10 AM
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Since when does the site support SC modding? You're better off asking on the SC related forums.
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NodTrooper
post May 14 2008, 09:54 PM
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No no no....I like RTS games. Its just during single player missions it always frustrated me that I would never get a built up force of soldiers and vehicles to stop me from building my base.
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