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Warlord
post May 8 2007, 07:34 PM
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I need some AI on the second version of my map, i need it so that they will attack every so often. smile.gif (Like in the TS skirmish) How can i do this? Or is there even a way to do this? huh.gif


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Robo fish
post May 8 2007, 10:24 PM
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QUOTE (Warlord @ May 8 2007, 03:34 PM) *
I need some AI on the second version of my map, i need it so that they will attack every so often. smile.gif (Like in the TS skirmish) How can i do this? Or is there even a way to do this? huh.gif

Yes there is. Simply make the following Triggers :
Autocreate : When the Trigger is activated, the computer player randomly creates a team from the TeamType section.

Name : *auto : you can change the name

Event : Time : I suggest 3 for already made players base so it harder. Other than that, set the value to 30-50.

Action : Autocreate

Side : AI side

Teamtype : None


Production : Reproduce destroyed buildings with using BaseIt, enables the associated side to create teams.

Name : *prod : you can change the name

Event : *Time : I suggest 3 for already made players base so it harder. Other than that, set the value to 30-50.

Action : Production

Side : AI side

Temtypes : None

Just create Teams that you want the AI to attack with. The more teams there are, the more fun you will get in destroying them. (create a lot for variety).

Don't forget in the teamtypes window, to select "Create Team" so it won't come out as reinforcement.


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Lin Kuei Ominae
post May 9 2007, 06:35 AM
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QUOTE (Robo fish @ May 8 2007, 10:24 PM) *
Don't forget in the teamtypes window, to select "Create Team" so it won't come out as reinforcement.

and to write a "1" in the field "Create max. # of times:" else the teams won't be build by the autocreate trigger.

e.g.
auto01=GoodGuy,0,0,0,1,0,15,1,0,0,2,HTNK:1,MTNK:2,3,Move:5,Guard:2,Move:7,Attack Base:99,0,0
this team would be created by the autocreate trigger if the AI is GDI and causes the created Units to move to waypoint 5, Guard there for 10 seconds, Move on to waypoint 7 and then Attack the Players Base.

The Teamtype Editor in CCWMAP is very comfortable, so it should be very easy to make some teams. Also the Trigger Editor.
Oh and the names for the Teams shouldn't be longer than 8 Characters. (i would recommend 4-6 characters with only "a-z" and "0-9")
Also for Trigger names. If you use them in conjunction with Buildings/Units then i would recommend that they aren't longer than 4 or 5 characters.
e.g.
[STRUCTURES]
003=GoodGuy,PROC,256,3781,0,refd
[Triggers]
refd=Discovered,Create Team,0,None,gdi01,0

This post has been edited by Lin Kuei Ominae: May 9 2007, 06:45 AM


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Warlord
post May 9 2007, 04:56 PM
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What should i put in events? Should i just leave it blank and edit the numbers? unsure.gif
Oh and no need for reproducable buildings i already did that wink1.gif


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Robo fish
post May 9 2007, 06:36 PM
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QUOTE (Robo fish @ May 8 2007, 06:24 PM) *
Event : Time

Was it this you were looking for.
QUOTE (Robo Fish)
Production : Reproduce destroyed buildings with using BaseIt,enables the associated side to create teams.

You must have a production trigger for the AI to create team.


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Warlord
post May 9 2007, 07:19 PM
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yes, thanks smile.gif


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Nyerguds
post Dec 8 2007, 02:42 PM
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QUOTE (Robo fish @ May 9 2007, 07:36 PM) *
You must have a production trigger for the AI to create team.

Wrong. Production is PURELY to enable (re)building the buildings in the [BASE] section list. Create Team and Autocreate triggers work fine without it.
Not to mention "Create Team" doesn't even necessarily mean the team is built from a factory. In missions without a base, teams are often made from units that are already on the map.

The full list of triggers & what they do can be found here:
http://cnc2sw.planetcnc.gamespy.com/stuff/ccmanual.txt



Another note... I strongly advise against giving Time triggers a specific side. It frequently causes triggers never to be executed.

To make this perfectly clear... the specified side of a trigger is NOT THE SIDE WHO GETS THE TRIGGER EFFECT. It is the ONLY side that can ACTIVATE the trigger.

Easy example: if you see this in a GDI mission

holy=Player enters,Nuclear Missile,0,GoodGuy,None,0

it means GDI is the one that has to enter the cell. When a Nod player enters the cell, nothing will happen.
And the GDI player will NOT receive a nuclear missile to launch, he will get it launched at his base. This is not just for this trigger, the logic applies to ALL triggers.

As for Lin Kuei Ominae's example up there... I 'm not sure if a 'Discovered' trigger will work when no team is specified. It is possible though. I suspect that in single player, 'Discovered' just means that the specified unit is not in the shroud area, so it might work. As far as I know the game doesn't keep a map shroud status for the AI.

This post has been edited by Nyerguds: Dec 8 2007, 03:00 PM


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Warlord
post Dec 30 2007, 09:27 PM
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Bump.

How can you make it so that the AI doesn't use units that are on the battlefield to attack and always build them from a Production Structure? (Example: The Barracks)

And is it possible to make it so that when you attack a building of a specific side, it doesn't send every unit it has availiable to defend it? huh.gif


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Warlord
post Jan 3 2008, 01:28 PM
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Anyone? huh.gif


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Aro
post Jan 4 2008, 11:42 AM
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If you're not getting any answers, I'd assume it means that no-one knows the answer. roll.gif
I'll look into this for you, but I'm not promising anything, as I'm not very good with Tiberian Dawn.


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Lin Kuei Ominae
post Jan 4 2008, 02:39 PM
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QUOTE (Warlord @ Dec 30 2007, 10:27 PM) *
How can you make it so that the AI doesn't use units that are on the battlefield to attack and always build them from a Production Structure? (Example: The Barracks)

the AI builds randomly the units that are listed in all the different teamtypes. (all that are not reinforcements)
then it tries to create a team out of them. You can't define the production place. You've to accept that TD is very simple made in trigger stuff.

Also, why should the game build always new units and use them, instead of those who are already on the battlefield? After a certain time the map would be full of units left over from old battles, who have now no team anymore.

QUOTE (Warlord @ Dec 30 2007, 10:27 PM) *
And is it possible to make it so that when you attack a building of a specific side, it doesn't send every unit it has availiable to defend it? huh.gif
I don't think so, but actually i never noticed this. The Ai attacks afaik only with those units that stand quite close to the attacked building. (and that is in my eyes ok)
Maybe you've set an "all to hunt" trigger to your buildings, so removing this could help.

This post has been edited by Lin Kuei Ominae: Jan 4 2008, 02:47 PM


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Nyerguds
post Jan 6 2008, 11:01 PM
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Only units that are on Guard can be recruited in teams (AFAIK). If you put em on Area Guard they won't be recruited. f all else fails, use the Sticky command; units with Sticky are "asleep" but wake up when they're attacked.


The complete list of recruitable modes is in RA's rules.ini somewhere. I'm pretty sure it's the same in C&C.


@Lin Kuei Ominae:
No, it often happens the PC sets all its units to Hunt without a rigger, if you destroy a building of the AI side.

This post has been edited by Nyerguds: Jan 6 2008, 11:03 PM


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ormond
post Mar 14 2008, 11:59 AM
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[quote name='Nyerguds' date='Dec 8 2007, 03:42 PM' post='34125']
Wrong. Production is PURELY to enable (re)building the buildings in the [BASE] section list. Create Team and Autocreate triggers work fine without it.
Not to mention "Create Team" doesn't even necessarily mean the team is built from a factory. In missions without a base, teams are often made from units that are already on the map.

The full list of triggers & what they do can be found here:
http://cnc2sw.planetcnc.gamespy.com/stuff/ccmanual.txt


Correct. You must activate a production trigger in order to have the autocreate trigger working.
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Nyerguds
post Mar 19 2008, 08:01 AM
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Really? Seems odd to me... since rebuilding of structures and creation of units are totally different things.

Could be that they use it to put a delay on enemy attacks of course...

(oh, and don't remove the [/quote] at the end of a quote, lol)

This post has been edited by Nyerguds: Mar 19 2008, 08:02 AM


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ormond
post Mar 20 2008, 12:38 AM
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hello,
yes, is not logical, but in this way it works.
Look at the map i posted in the Finished TD maps.

autocreate has a time trigger, but if you don't activate the celltrigger for production the creation of the teams will not start.
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