Posted: Tue Aug 23, 2022 10:01 pm Post subject:
YR Allied mission 4 - controlling AI attacks
I'm trying to figure out in this mission how AI attacks work from main Yuri base.
After making the taskforces, scripts and teams, it appears that AI triggers didn't help much in making the AI actually attack with the new teams although the trigger content was exactly as other existing ones.
After using timed triggers instead of AI triggers I had partial success making the 1st team actually attack.
So can anyone clear things up a little ?
Do I have to use normal triggers or AI triggers or a combination of both ?
What should I look for not to cause things to break ? QUICK_EDIT
a quick look at mission 4 shows a pretty standard AI setup. global AI is off, the AI is given base defense teams, and
it has about a dozen normal teams. perhaps if you could tell us what you are trying to do with the AI, and also how
the AI is behaving, we could spot the problem _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
I'm trying to make it attack with certain air units when player builds certain structures.
If player has GAROBO, attack with Jet Troopers
If player has SpySat, attack with Helicopters
If player has Chronosphere, attack with Disks
Right now I'm testing looking at the "Yuri clone fun" team which I've seen the AI attack with so this one works. It has AI trigger. Attempting to copy it with higher priorities didn't yield any results.
Checking into triggers, looks like hover teams are created, then disabled in order to create another and this repeats. I'll try this option too.
the priority entry is actually for unit recruitment and the numbers they used on this map are arbitrary though highly unusual. the
thing that makes the AI chose to build the team is the weighting system on the AI trigger; you can test whether the AI builds a
team or not by setting those weights to 4000 and it will blast out a team quickly. if it the ai trigger events are met but the team
isnt produced, it means that the AI isnt turned on or cannot produce the unit for any reason _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
it may have to do with the fact that you have flagged your team as a base defense team. the handling
of base defense teams and ordinary teams is different, and attacking teams should never be used as
basedef teams because:
1) the AI will always produce the minimum number of basedef teams before producing any other teams
2) once the AI has enough base def teams, it will not continue to build that kind of team _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Those 2 options (base def and skirmish I turn off); forgot to off them in the example screenshot. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
in that case, the AI trigger looks solid and should run. the house: being set wrong may be the culprit _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Priority is a tricky thing to use, it can block lower priority teams from completing, by hijacking production. This is especially true for AreTeamMembersRecruitable teams.
In general, you want all normal types of team to have a uniform Priority= value, not so important what that value is, just that you have room to go above and below for special cases. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
That's an important aspect there. Thanks for pointing it out, G-E. I'll be sure to give that part a complete check. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum