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View Full Version : ZH v1.04 Skirmish AI/Map Question(s) for the Expert Mappers..


Thudo
01-22-2004, 03:57 PM
I decided after a long lull that I'd try my hand at the ZH's SkirmishScripts.scb file to see if I could augment some of my ideas to optimize the AI's behaviour.
I decided to look at that 2.16mb monstrosity and damn is it slow working with it?!? Turn auto-verify on and even on my uber-fast machine it can take up to a minute to get anything to happen.
Anyway.. this is real wierd.. When I open up the .scb file and just save it without making any changes as an .scb file, use it as my main script file, launch ZH and try and play a Skirmish game, after 2-5 sec my buildings + all AI player buildings will auto-sell and I am defeated. Why? What gives?
Does this happen with anyone? Seems bizzare.
Further, have some quick map questions:
o How does one tell AI players to move around a cliff/mount to get to any enemy when that enemy is literally on the other side of that cliff/mount? Currently, AIs will, on average, clutter around the cliff/mount instead of going around. This can also happen to my dozer/workers when I ask them to build on the other side of the cliff/mount. Bizzare map issue.
o Does the reason the AI does not attack more proactively is due mostly to not large enough build space in main base or CombatZone trigger area isn't big enough?
Thanks all!

RVMECH
01-22-2004, 10:19 PM
answered via your pm to me

Thudo
01-25-2004, 12:09 AM
answered via your pm to me


Currently I'm going through 100 of the best 6-8 player maps and converting them to work with ZeroHour Skirmish AI ! Sofar its been a complete success and I should be done in a week! I'll have 100 of the best 6-8 player ZH maps ever and the AI will preform amazing on all of them no matter where they are.

Granted of course they'd prefer even better if I could edit that damn SkirmishScripts.scb file and use it in ZH. Everytime I try to use an editied .scb file the game causes my buildings to auto-sell after 2-5sec. All AIs also don't do anything during that 2-5sec. Had someone else try it whose a Generals/ZH expert mapper and it happened to him too. What gives??

Anyone?

KillerI8I
01-25-2004, 04:38 AM
The scripts are put in the wrong folder :(
Like for exampel: :p
civilian scripts are placed in the map of skirmishplayerToxingeneral
like i got them right but that is becose i placed them in the right folder
but it is easyér to copy the script to the not originel folder(cncgenerals ZH/data/scripts) so a different folder :shifty:
and then import then it is still at the right place where it belongs
and everything wil function at the right way :cool:

Thudo
01-25-2004, 11:46 AM
Uhmm.. Yeaaa but what will that do to stop the game from auto-selling my/all AI unit buildings after 2-5sec from starting a skirmish game? If I even try and just save the .scb making even no changes and using it it'll do that!

Further, what will moving the folders to the right factions designations do for the AI? The AI works brilliantly now like it is all jumbled up!

Do you have a raw SkirmishScripts.scb file with it all cleaned up? I want to start editing it to improve the ZH AI as EA left out some key things (ie. doesn't bloody well research everything it should - USAF general doesn't research Advanced Training..WTF?!??!!? :irked: )

Anyway.. I'm stumped.. editing the .scb in old Generals worked fine but in ZH it just causes my buildings and all AI buildings to auto-sell. Stupid.

ThANKS!

The scripts are put in the wrong folder :(
Like for exampel: :p
civilian scripts are placed in the map of skirmishplayerToxingeneral
like i got them right but that is becose i placed them in the right folder
but it is easyér to copy the script to the not originel folder(cncgenerals ZH/data/scripts) so a different folder :shifty:
and then import then it is still at the right place where it belongs
and everything wil function at the right way :cool:

RVMECH
01-25-2004, 01:53 PM
If you tic the neutral folder before importing the scb's, they will all go into the proper folder.
Whether they are in the proper folder or not makes no difference to the fact that the AI sells it's structures. This is more of an AIData.ini problem I suspect.

Thudo
01-25-2004, 09:15 PM
Hmm.. I must be some country bumpkin as I've never seen any place to CHECK or TIC the Neutral Faction before importing the main .scb. Where is that? Neutral has no options whatsoever. I can neither delete or edit it at all. I cannot even make it active.

Btw.. here is something royally screwed - if I import the .scb I cannot make anything active UNLESS I set auto-verify or click the VERIFY option. WTF!?!?!? :irked: :grumpy: :ashamed: :mad: And even on my system below its bloody slow waiting for the auto-verify to complete.. WHAT GIVES?

Gawd this is frustrating.. makes me wanna do a GLA, strap a bomb to me, and personally deliver myself to the Generals-ZH devs in a most explosive way! Can't stand this level of coding incompetence!!!!

Its as if they purposely locked the community out on improving their product just kuzz their "bloody dicks" about it to spite us! Arghhhhh!!!

Now I'm just gonna grab their next title, LOTR, off the old fashioned newsgroups kuzz I expect the same level of hideously pathetic support! <25x sigH!!!!!!!!!!!>

e.


If you tic the neutral folder before importing the scb's, they will all go into the proper folder.
Whether they are in the proper folder or not makes no difference to the fact that the AI sells it's structures. This is more of an AIData.ini problem I suspect.

RVMECH
01-25-2004, 11:31 PM
Hmm.. I must be some country bumpkin as I've never seen any place to CHECK or TIC the Neutral Faction before importing the main .scb. Where is that? Neutral has no options whatsoever. I can neither delete or edit it at all. I cannot even make it active.

Btw.. here is something royally screwed - if I import the .scb I cannot make anything active UNLESS I set auto-verify or click the VERIFY option. WTF!?!?!? :irked: :grumpy: :ashamed: :mad: And even on my system below its bloody slow waiting for the auto-verify to complete.. WHAT GIVES?

Gawd this is frustrating.. makes me wanna do a GLA, strap a bomb to me, and personally deliver myself to the Generals-ZH devs in a most explosive way! Can't stand this level of coding incompetence!!!!

Its as if they purposely locked the community out on improving their product just kuzz their "bloody dicks" about it to spite us! Arghhhhh!!!

Now I'm just gonna grab their next title, LOTR, off the old fashioned newsgroups kuzz I expect the same level of hideously pathetic support! <25x sigH!!!!!!!!!!!>

e.
lol....no your not a country bumpkin. Install the skirmish players>>> go to edit>>scripts> select the neutral house>> import the scb's......see simple :)

Thudo
01-26-2004, 08:16 AM
RVMECH.. :freek: :wtf: :\ :dizzy:

We must be playing different games kuzz simply highlighting the faction (neutral), which is actually highlighted by default anyways, then clicking on Import to import SkirmishScripts.scb does nothing new. Folders are all still a mess. How does highlighting (neutral) do anything to organize the folders as they import?

Is there supposed to be a SCRIPTS.INI file in the /DATA/SCRIPTS? Its there but have no clue why?

Should auto-verify be enabled? If it is then it takes up to 2 minutes to import. When verify is on almost all main folders have a "?" on them right at the start. If I have verify off before importing, it does not update the folders when the .scb is imported. I have to double-click a folder to see its contents and even then no "?" shows on any folders at all.

Someone told me to use a default .map to import the scripts into due to some differences between the development version and the release. Further, I've been told to import Multiplayer.scb first then SkirmishScripts.scb but all this does nothing -> the faction folders are still all out of wack!

Gawd this is frustrating but fortunately other people are having this problem so its not me. It doesn't make any sense!!

How can it be working for you? When you do as you said the folders come in organized? Verify is on for you? Is your SkirmishScript.scb 2.16mb in length? You running v1.02 of ZH?

Thanks soo much for your patience. I just need to get at this!

Btw.. ANYONE know this: On a ZH Map, how do you prevent ground units from trying to go straight to a location/enemy target only to hit either a wall/water body instead of going around the bay/flank side? If I click my dozer even to build something that is far around a long bend it will hit a wall below where the target is on the opposite side of the wall/water body instead of path-finding all the way around it? IS THIS A MAP problem or stupid game code? If Map-related how do I fix it?!?

RVMECH
01-26-2004, 08:53 PM
OK I'll take pity on you. I installed the retail version of the game and checked it out.....It is indeed fecked up. I'll tear them apart and make a patch and have it in a few days for ya. Best I can offer.

Thudo
01-27-2004, 02:29 AM
Guy.. yer the BEST! I'm all :hyper: and :D and would offer ya :beer: :beer: but I think geographically it might be impossible.

Btw.. since late Sept'03 did you ever even play with ZH's AI scripts or just gave up on it after what EA did (yet again) to the community? Don't blame ya.. Generals/ZH is still messed up and if were even 3/4s what both AoM: Titans and WC3: Frozen Throne it would be king for a lonnng time! Don't get me wrong: love ZH as its real easy to play but the tactics involved are farrrr more engrossing them AoM and WC3 combined x 20 and I still play it on account of the mods coming out. Just so typical what they did to it. Hate large development houses!!!

Again! THANKS A MIL for looking into it! I'll start enhancing it in no-time!

OK I'll take pity on you. I installed the retail version of the game and checked it out.....It is indeed fecked up. I'll tear them apart and make a patch and have it in a few days for ya. Best I can offer.

RVMECH
01-27-2004, 09:18 AM
Guy.. yer the BEST! I'm all :hyper: and :D and would offer ya :beer: :beer: but I think geographically it might be impossible.

Btw.. since late Sept'03 did you ever even play with ZH's AI scripts or just gave up on it after what EA did (yet again) to the community? Don't blame ya.. Generals/ZH is still messed up and if were even 3/4s what both AoM: Titans and WC3: Frozen Throne it would be king for a lonnng time! Don't get me wrong: love ZH as its real easy to play but the tactics involved are farrrr more engrossing them AoM and WC3 combined x 20 and I still play it on account of the mods coming out. Just so typical what they did to it. Hate large development houses!!!

Again! THANKS A MIL for looking into it! I'll start enhancing it in no-time!
Yes I have looked at the scripts although i never installed the public version of the game until yesterday. I don't particularly care for ZH too much as the editor is broken and thjere are way to many limitied functions attached to the format of the game.
Now the bad news..after doing a few checks I've discovered that WB_ZH does not parse the SKIRMISH prefixed players properly nor does the game read them properly. They were obviously made out of order with a different version than the public has. I've no inclination to straighten this mess out and I'm not entirely sure that it is possible. The main problem lies in the fact that the scripts folders are off by 2 whilst the team folders are, in fact, in the proper order. Placing the scripts folders in order (any order) causes the factions with a prefix of SKIRMISH to be parsed wrong in the game.

Sorry for speaking out with incforrect information ..I had assumed (wrongly)
that EA had placed things propely considering that WB_Gen was already in place and working at the time.....silly me. :dizzy:

Thudo
01-27-2004, 01:16 PM
I have a .map file that apparently helps to bridge the gap between the dev and public releases. You open the map, import the .scb, then export ensuring all 4 checks are NOT checked. Unfortunately I've tried this to no avail. It still does not organize everything. Deezire, the mod guy, told me he got it working because he's working on his own MOD that requires AI changes to use special units in his mod so hmmmm.. :dizzy: :wtf: :\

I'll have to confir with him on this again. Gawd what a mess.. Would be real nice to find the dev release of WB..

RVMECH
01-27-2004, 09:01 PM
I have a .map file that apparently helps to bridge the gap between the dev and public releases. You open the map, import the .scb, then export ensuring all 4 checks are NOT checked. Unfortunately I've tried this to no avail. It still does not organize everything. Deezire, the mod guy, told me he got it working because he's working on his own MOD that requires AI changes to use special units in his mod so hmmmm.. :dizzy: :wtf: :\

I'll have to confir with him on this again. Gawd what a mess.. Would be real nice to find the dev release of WB..
You can get it to work..just a bit of time. You'll need to install the players in the order that you import them in. IOW the Toxin General is actually the PlyerCivilian. All the "houses" are off by 2. So in-order to import them in the proper order you need to add the skirmish players..then delete them all except for China, which is the first house imported. Then install the players again and delete them all again leaving the Gla in the second position..etc etc etc. After doing that then you can import the scripts properly. Don't try to straighten them out as that messes with the game itself. This is why the AI sells off after exporting them ..they are in the wrong order which makes the ai think it has no base buildings left and fires the sell off scripts.

nice huh?

Thudo
01-28-2004, 12:19 AM
Actually Deezire emailed me back and provided a far more satisfying solution: reinstall ZH but apply no patches then copy the entire ZH folder somewhere else and apply the v1.02 patch in the old location. Use the copied folder (v1.00) where the old WB is and update the .scbs from there. Once done with the AI then delete it and the AI is fine.

He mentioned EA really screwed around with the Worldbuilder.exe during the patches so he uses v1.00 to make the upcoming ZH Deezire Mod. Makes sense but wow.. Again shows the shabbiness developers can sink too.

I'll give it a try and let everyone know!

You can get it to work..just a bit of time. You'll need to install the players in the order that you import them in. IOW the Toxin General is actually the PlyerCivilian. All the "houses" are off by 2. So in-order to import them in the proper order you need to add the skirmish players..then delete them all except for China, which is the first house imported. Then install the players again and delete them all again leaving the Gla in the second position..etc etc etc. After doing that then you can import the scripts properly. Don't try to straighten them out as that messes with the game itself. This is why the AI sells off after exporting them ..they are in the wrong order which makes the ai think it has no base buildings left and fires the sell off scripts.

nice huh?

the G.o.a.T
01-28-2004, 03:52 AM
I'll give it a try and let everyone know!


Please do yes :)

While working on a new map I discovered that the AI didn't act as it should, in 1.02 :/
My last map was made on an unpatched version iirc.
But this new map is being made on 1.02. :\


And if possible, please provide a more precise how-to, cos I'm not quite following everything that u said :(

Thudo
01-28-2004, 04:31 PM
I also figured another major mapping problem when say, for example, there are two bases seperated by a large body of water (or long mountain range) and which are only connected by, for example, a long bridge that is the only way ground units can go around.

The way to get the AIs to attack each other instead of hanging around the shoreling staring at each other is to create Waypoints pointing from one base to the another and naming them FLANK# and BACKDOOR# (# denotes the number used like FLANK1 or BACKDOOR1) so if StartPoint 1 wants to attack StartPoint 2 you start the waypoint from StartPoint 1 and drag it all the way around the bay where you want StartPoint 1 AI's ground units to follow and end it pointing into StartPoint 2's base.

Nevertheless, some units still populate the shoreline but NOW they will at least, send a considerable # of units to attack.

Next will be the AI scripts..

Please do yes :)

While working on a new map I discovered that the AI didn't act as it should, in 1.02 :/
My last map was made on an unpatched version iirc.
But this new map is being made on 1.02. :\


And if possible, please provide a more precise how-to, cos I'm not quite following everything that u said :(

the G.o.a.T
01-29-2004, 01:10 PM
I also figured another major mapping problem when say, for example, there are two bases seperated by a large body of water (or long mountain range) and which are only connected by, for example, a long bridge that is the only way ground units can go around.

The way to get the AIs to attack each other instead of hanging around the shoreling staring at each other is to create Waypoints pointing from one base to the another and naming them FLANK# and BACKDOOR# (# denotes the number used like FLANK1 or BACKDOOR1) so if StartPoint 1 wants to attack StartPoint 2 you start the waypoint from StartPoint 1 and drag it all the way around the bay where you want StartPoint 1 AI's ground units to follow and end it pointing into StartPoint 2's base.

Nevertheless, some units still populate the shoreline but NOW they will at least, send a considerable # of units to attack.

Next will be the AI scripts..

But this would only work for a 1on1 map, no?
As you only have limitted waypoints (flank, backdoor). :/

Thudo
01-29-2004, 03:57 PM
Nope. It works with the 100+ 6-8 Player ZH maps I have and they will be sent up. Took a lot of work playtesting each one but when ya have a uber-fast system and love the game its a formula for fun! :cool:

Most of the maps worked right off but 30 of them were badly in need of augmentation for the AI to use them all at each Starting Point properly. Coupled with the enhanced ZH ThudAI to come you'll have an unlimited replayability experience.

Now if only EA does the moral thing are release v1.03 (hear rumours that it is being done.. ) :shifty:



But this would only work for a 1on1 map, no?
As you only have limitted waypoints (flank, backdoor). :/

the G.o.a.T
01-30-2004, 02:46 AM
Now if only EA does the moral thing are release v1.03 (hear rumours that it is being done.. ) :shifty:

When abouts would that be?

I wanna release my map :thoughtfu

Thudo
01-30-2004, 09:47 AM
MAJOR SUCCESS!! STOP THE PRESSES!

Generals - Zero Hour SkirmishScripts.scb HAS BEEN RE-INDEXED AND NOW WORKS 100%

Took me something like 4 hours to figure out the damn logic + the team placements royally screwed things up but I found a way to preserve them.

Originally, the bull was the reason why all buildings auto-sold after 2-5 seconds after saving the .scb file in WorldBuilder and using it was due to the fact when importing it into WB it causes the faction folders to mix up (ie. USA SuperWeapon General was in China Tank General). Simply moving folders around into their PROPER faction <dirs> and exporting solved it and now ITS TIME FOR SOME SERIOUS AI EDITING (although 4 months late!).

I'm surprised noone has done this or released an enhanced SKIRMISH AI for Zero Hour?!?

If anyone wants the *working* SkirmishScripts.scb that'll work now in all versions (including v1.02) let me know.. To test: I've made some changes to see if they get implemented during a game (AI researchs ALL relevant faction upgrades - ie. USAF researches Advanced Training *LIKE IT SHOULD!!*) and it works flawlessly without a hiccup! Very impressed!

Here is the list of things I want to accomplish (in order of difficult from easy to hard):

- First/Second/Third Dozer Creation times (so AI is more efficient in queuing builds)
- Oil Derrick capture priority
- USA General BattlePlans: Search and Destroy = USA Generic/Laser, Bombardment = SuperWeapon, Hold The Line = Airforce
- Research all based on faction constraints!
- PRIORITY REPAIR to CommandCentre/Tech Centers (Strategy/Propaganda Center + Palace), Internet Center.
- China Emperor/Overlord Gattling/Speaker Tower creation
- Garrison GLA Palace and more garrisoning China Bunkers!
- Bomb Truck BioBomb/Demo Combo Upgrades
- More than 2 Superweapons for Nuke/Toxin Generals?
- Base Defenses around Internet Center
- Fix GLA Sneak Attack so he uses it more than the one time with units coming out.
- China Helix Chopper Upgrades + more guarding base + garrison troops inside Helix?

Anymore I should look into?

the G.o.a.T
01-30-2004, 11:33 AM
This is not level specific is it?
It's a "patch" u apply to your zero hour installation to have improved AI in all levels?


I'm interested btw :)

Thudo
01-30-2004, 02:32 PM
Nope.. Just copy over one file sofar.. SkirmishScripts.scb into /DATA/SCRIPTS (make a backup of original .scb just in case) and yer set! Works with every map! Just tweaking it as we speak.. Have the AIs researching all tech within their scope and doing other things.

I may have to get RVMECH to assist me in creating teams to garrison inside Helix Choppers or even getting all Overlord/Emperor tanks to upgrade to Gattlings (or Prop Tower for Overlords). I can get about half but for some reason not all. Weird.

the G.o.a.T
01-31-2004, 02:52 AM
Nope.. Just copy over one file sofar.. SkirmishScripts.scb into /DATA/SCRIPTS (make a backup of original .scb just in case) and yer set! Works with every map! Just tweaking it as we speak.. Have the AIs researching all tech within their scope and doing other things.

I may have to get RVMECH to assist me in creating teams to garrison inside Helix Choppers or even getting all Overlord/Emperor tanks to upgrade to Gattlings (or Prop Tower for Overlords). I can get about half but for some reason not all. Weird.


Sounds very promising and a very welcome mod to the community imo :)

Keep up the good work :cool:

I'll definetely run it once you release it.

Thudo
01-31-2004, 04:08 PM
I have accomplished the following so far:

All Factions research all tech based on their own constraints (only exception is the Nuke General who stubbornly refuses to research ChainGuns for no reason.. I could even put two of them on one map on opposing teams and one would research it and the other not.. bizarre).

Stealth General garrisons all rocket troops in his Palace rather than Rebels (what was the point of rebels in a Concealed Palace when Palaces are meant as heavy bunkers designed as Last Stand Forts against base invaders!) hheeheh..

Fixed all GLA factions not garrisoning their respective Palaces all the time. Now they will reliably garrison them with 5 Rocket Troopers so watch out when attacking their bases! ))

Have 4 Helix Chopper guarding China Infantry General base but still working out to have 2 of them garrisoned with a balance of Rocket/MiniGunner troops! That would be cool.. then have them go out in a pack and KICK ASS! heheh.. They wouldn't be unstoppable. I've seen the USA Laser General send a Humvee with Rocket Troops in it so maybe the script logic is there. Think I'm getting close to figuring this one out as it involved using Infantry-Building Flags, Non-AI recruitable, Non-Aggressive, and set as their own team.

Figuring out why China Tank General's Emperor Tanks only on *rare occasions* come out with no ChainGun Upgraded. Weird. Can't see the logic in the scripts so I may need some help there. Still searching for it. Also trying to get it working for Nuke and regular China General although they seem to come out with Overlord half the time with ChainGuns.. Grrrr.. I've heard that this can be fixed by going into the TEAMS section and ensuring the Emperors are created as their own teams and not along side other vehicles. Will look into this.

USA BattlePlan Designations set now:
Bombardment = SuperWeapon General (she needs it for the extra firepower as she's defense)
Hold The Line = Airforce General (for protection of ground units as battleplans don't effect air units anyways)
Search and Destroy = USA Generic/Laser Generals (I use this battleplan all the time myself so these two are for pure offense!!)

Still haven't resolved the GLA BombTruck issues with upgrading to either BioBomb or HighExplosiveBomb based on the GLA Faction. I easily did this in old Generals but still figuring the logic out in ZH.

Working to make all China Factions upgrade buildings with both Regular Mines and EMP ones as well! Should be easy.

Other ideas:

- PRIORITY REPAIR to CommandCentre/Tech Centers (Strategy/Propaganda Center + Palace), Internet Center.
- Garrisoning more China Bunkers!
- More than 2 Superweapons for Nuke/Toxin Generals?
- Base Defenses around Internet Center
- Fix GLA Sneak Attack so he uses it more than the one time with units coming out.
- GLA purposely collect upgrades from destroyed enemy vehicles.
- Black Lotus & Colonel Burton use attacks other than just Capture Building and Machine Gun.
- China using the Neutron Shell on the Tactical Nuke launcher.

Anyone? Any scripters out there can lend a hand? :cool: :D

pro2124
02-01-2004, 06:42 AM
Hey man how you fix the scb file thing? All the folders be in the wrong spot how do I fix it? Email me the info carson_r2000@yahoo.com I want to build a A.l to :hyper:

Thudo
02-01-2004, 11:38 AM
Actually you know what? It was stupidly easy yet a pain.

Solution: simply drag drop the folders to their PROPER main faction folder and yer done! The good thing was all the TEAM info was retained based on the faction folders and NOT the sub folders themselves so simply moving the sub folders did nothing to effect the teams which could have spelled disaster! People had said I would have to Hexedit the thing but I tried and while I could have it would have been near hit-and-miss.

All in all.. it works 100% and damn its time to get down to editing!

Here is what is working now since last nite:

o All Tank General's EMPEROR tanks upgrade to Gattling Cannons now no probs! Damn they look cool when ya now see them rolling in packs toward ya. Bloody intimidating! heeh

o All Nuke/Vanilla General's Overlord tanks upgrade between Gattling/Propaganda Towers.

o Nuke General will now reliabily research ChainGun Upgrades - before he for some reason wouldn't on occasion. Now he does. So basically that means ALL 12 Factions research their respective upgrades as they should! Yipee!!

o TEAM GARRISONING in VEHICLES! Yep.. Got it working last nite (ie. USA Laser General will garrison 5 Missile Defenders into on Humvee, go out and attack the enemy base with rocket soliders insider a blazing!). Also working to tweak the CHina Infantry Generals' garrisoning of the Helix Chopper with both Rocket Guys and MiniGunners. This should be fun! I also plan on having the GLA's BATTLE BUS do the same (5-7 rocket guys in that going out on a party spree :p ), the GLA Technical loaded with Terrorists, and finally a China OVERLORD with Bunker Upgrade with 5 Rocket Dudes in it!

Again.. any help on anything for you scripters would be cool! :D



Hey man how you fix the scb file thing? All the folders be in the wrong spot how do I fix it? Email me the info carson_r2000@yahoo.com I want to build a A.l to :hyper:

Thudo
02-01-2004, 10:13 PM
Well I've made some considerable strides today even while watching the SuperBowl! :eek:

o Finally managed to get a Infantry's Genera's HELIX to garrison a gaggle of Rocket/MiniGunners and proceed to go out and kick ass! Damn it looked so cool to see this massive behemoth land, pick up the soliders, head off and go out and proceed to just wallop anything in its path! Granted, it was scripted to attack its way into any enemy base full of gattlings but still it was insane! I'll be doing more work with this but wow it looked impressive! Also working with the GLA BattleBus and China Overlord with BattleBunker upgrade (which shouldn't be all that hard now).

Should have a barbarically-efficient ZH Skirmish AI in due course..

pro2124
02-02-2004, 06:33 AM
Well I've made some considerable strides today even while watching the SuperBowl! :eek:

o Finally managed to get a Infantry's Genera's HELIX to garrison a gaggle of Rocket/MiniGunners and proceed to go out and kick ass! Damn it looked so cool to see this massive behemoth land, pick up the soliders, head off and go out and proceed to just wallop anything in its path! Granted, it was scripted to attack its way into any enemy base full of gattlings but still it was insane! I'll be doing more work with this but wow it looked impressive! Also working with the GLA BattleBus and China Overlord with BattleBunker upgrade (which shouldn't be all that hard now).

Should have a barbarically-efficient ZH Skirmish AI in due course..










How did you get the Infantry's Genera's HELIX to garrison a gaggle of Rocket/MiniGunners ? :eek: :hyper:

Thudo
02-02-2004, 07:53 AM
Actually not that hard.. remember in old Generals when you played against a GLA Skirmish AI player and in the opening 2 minutes of the game he would send 2 Technicals full of Terrorists? Notice thats not in ZH now? I recreated these scripts and once done in ZH its as simple as re-associating them for the Infantry General or any General. I was initially concerned that the massive Helix could not land as when teams are created they huddle near the CommandCenter first, load into the transports, then head off for their duties. The Helix is a flying transport so that could have been problematic as it could have needed space to land but low and behold I tested it myself with my own base and the Helix simply angles down to pick up the troops even as they come out of the barracks so if the team isn't fully complete it waits for the last solider to be created, swoops down, loads him in, then jets off for the duties required.

This looks extremely cool and now since its working I probably will have 2 of these "massive gunships" guard the "OuterPerimeter" of the Infantry General's own Base and 1-2 of them fully loaded go out Hunting BUT try and avoid enemy bases as its such fodder to AA. Nevertheless, it looks impressive to see but which such firepower comes extreme fragility thankfully: an Assault Helix is real deadly but not impossible to stop. I just don't want it to be fodder on a base rush but more for defense and a little hunting.

Here are my team ideas:
o USA/Laser/SuperWeapon Generals - 3-5 MDs in a team of Humvees (mostly for defense of OuterPerimeter and a small few for enemy base raiding)
o USA USAF - 3-5 MDs in an Assault Chinook for either defense or hunting
o CHINA/Nuke - 3-5 Rocket Soliders in 1-2 Overlords with Bunker Upgrade + 1-2 Garrisoned Helixs on-guard.
o CHINA Infantry - (already discussed) 1-2 Garrisoned Helixs on Guard and same amount out on hunting trips! :D
o CHINA Tank - haven't decided as base building scripts don't have the Tank General building an Airfield. Can be fixed pretty easily so if done probably would have a 1-2 Helixs garrisoned and just set on-guard.
o GLA/Toxic/Stealth - 1-2 BattleBuses on guard or hunting garrisoned with rocket dudes and maybe a Technical + Rocket Solider rush.
o GLA Demolition - 1-2 BattleBuses on Guard or hunting and definitely 2-4 Technicals +Terrorist rushes! They still look cool!

Doing all this isn't really hard but I have to also give money to the AI each time he creates one of these teams or else he doesn't build other things essential to "teching-up".

It'll all work out and in the end be far more pleasurable then the ZH scripts shipped with the expansion.

If I can devy-up responsibilities to people handling other aspects of the AI that would free me up as well however the way things are going I'll probably be finished in a week! heheh.


How did you get the Infantry's Genera's HELIX to garrison a gaggle of Rocket/MiniGunners ? :eek: :hyper:

pro2124
02-02-2004, 12:14 PM
How do I make the A.l rebuild the command center?

Thudo
02-02-2004, 02:33 PM
Pretty simply actually..

Basically and If Then logic..

IF
Player <This Player> and less than 1 unit/building of type (CommandCenter)

THEN
Player (This Player) will build <CommandCenter)

Set it as Active, no Subroutine, not to deactivate and to reevaluate script every, say, 30-40second.

Always thought it was stupid the ZH AI never rebuild a totally destroyed CommandCenter. Easily had the AI do that in my ThudAI script for Generals.


How do I make the A.l rebuild the command center?

pro2124
02-02-2004, 04:03 PM
Pretty simply actually..

Basically and If Then logic..

IF
Player <This Player> and less than 1 unit/building of type (CommandCenter)

THEN
Player (This Player) will build <CommandCenter)

Set it as Active, no Subroutine, not to deactivate and to reevaluate script every, say, 30-40second.

Always thought it was stupid the ZH AI never rebuild a totally destroyed CommandCenter. Easily had the AI do that in my ThudAI script for Generals.


CooL :hyper: your the one made thudAl I didn't know that. I hope your zero hour version will be harder

RVMECH
02-02-2004, 05:10 PM
CooL :hyper: your the one made thudAl I didn't know that. I hope your zero hour version will be harder
Just include the AIdata.ini as a map.ini and specify it to rebuild. Otherwise you'll need to import the whole bloddy scb package and bloat the map file. I don't need a map that is 4 times the size it should be :rolleyes:

Thudo
02-02-2004, 08:41 PM
heheh.. the .scb file compress down to practically nothing but true enough if you need to include it with a map. I create .scbs so they are universally-accepted by the map. Granted, some maps need to be tweaked but that doesn't take long.

Just finished putting in the new BombTruck Scripts - GLA and GLA Stealth have it set like my old scripts to update both HighExplosive and BioBomb whereas GLA Demo and Toxic just update their respective single upgrades.

One thing RVMECH: I never understood why an enemy Skirmish AI controlled BombTruck always looks like a bomb truck and NOT using the Disguised Upgrade (which is set in the script)? This is when the bomb truck is deployed against a tank (which it should disguise itself). What gives?

Also included for all 12 factions to rebuild their respective Command Center after every 20 second evaluation just like I did in my old scripts.


Just include the AIdata.ini as a map.ini and specify it to rebuild. Otherwise you'll need to import the whole bloddy scb package and bloat the map file. I don't need a map that is 4 times the size it should be :rolleyes:

Mithril
02-03-2004, 05:03 AM
This is a good oppurtunity to ask a question.


I wrote my new faction script for easy and medium, hard is still to be done.

Now, my question is, do I have to edit every original map's player list with the new faction?

Is there another, more universal way?

Because if I don't add the new faction to every original map, the AI won't do anything..

pro2124
02-03-2004, 05:58 AM
Just include the AIdata.ini as a map.ini and specify it to rebuild. Otherwise you'll need to import the whole bloddy scb package and bloat the map file. I don't need a map that is 4 times the size it should be :rolleyes:


include the AIdata.ini as a map.ini ? How do I even turn it as map.ini?

RVMECH
02-03-2004, 09:32 AM
copy and place the AIDta.ini file in the map folder and rename it..map.ini

This is a good oppurtunity to ask a question.


I wrote my new faction script for easy and medium, hard is still to be done.

Now, my question is, do I have to edit every original map's player list with the new faction?

Is there another, more universal way?

Because if I don't add the new faction to every original map, the AI won't do anything..
Nope. you'll need to add in the new plyr

One thing RVMECH: I never understood why an enemy Skirmish AI controlled BombTruck always looks like a bomb truck and NOT using the Disguised Upgrade (which is set in the script)? This is when the bomb truck is deployed against a tank (which it should disguise itself). What gives?
You'll need to script the selection of the tank so the BT knows what to morph into...Godluck :D

Thudo
02-03-2004, 09:33 AM
The .scb should handle that as it can be used across any map as the faction= designation is there to activate any AI faction on the map. I'm sure also that a MAP.INI can also do this as well but if you include the .scb and tell people where to copy it and make backups like I'll be doing with my near 2.2mb .scb now it'll be a cinch.

For everyone to enjoy my ZH ThudAI it'll just be like the older one: copy into /DATA/SCRIPTS but first backup original .scb as the original still allows online play UNLESS others online use my script. Serious Mismatching errors will occur if you go online when someone else has a different .scb.

I probably will include a AIDATA.INI which is normally located in the /DATA/INI/DEFAULT folder. AI is currently doing fine without it but I could get more out of it if I included some further tweaks! :D

heheh.. Btw.. Wish I could get a hold of the ZH AI scripter who made these scripts. I'd love to pick his brain for a fee! I don't want to tack RVMECH too much.

Cheerz.. :beer:

This is a good oppurtunity to ask a question.


I wrote my new faction script for easy and medium, hard is still to be done.

Now, my question is, do I have to edit every original map's player list with the new faction?

Is there another, more universal way?

Because if I don't add the new faction to every original map, the AI won't do anything..

pro2124
02-03-2004, 09:41 AM
How come when I make a new team in team editer it disappear? It stay there when I am looking at it but when I export the scripts then import to check it's gone :flame:

Thudo
02-03-2004, 09:44 AM
This is the script whether its for RUSH, Backdoor, Flank, or Center..

*** IF ***
True.
*** THEN ***
Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'.
Have Team '<This Team>' use Attack priority set 'GLA Power Priority'.
100.00% of Team '<This Team>' perform Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb'.
Player '<This Player>' 's Team '<This Team>' all wait until Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb' is ready.
Team '<This Team>' use Ability 'Command_UpgradeGLABombTruckBioBomb'.
Team '<This Team>' begins hunting.

Note the script: "Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'." and type TANK..

This never works as the Bombtruck still shows as being a bombtruck. Its always been broken since Generals and wondered if you know of a workaround.

Thanks!

We're getting close.. working it all through...

re: One thing RVMECH: I never understood why an enemy Skirmish AI controlled BombTruck always looks like a bomb truck and NOT using the Disguised Upgrade (which is set in the script)? This is when the bomb truck is deployed against a tank (which it should disguise itself). What gives?

You'll need to script the selection of the tank so the BT knows what to morph into...Godluck

pro2124
02-03-2004, 10:07 AM
This is the script whether its for RUSH, Backdoor, Flank, or Center..

*** IF ***
True.
*** THEN ***
Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'.
Have Team '<This Team>' use Attack priority set 'GLA Power Priority'.
100.00% of Team '<This Team>' perform Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb'.
Player '<This Player>' 's Team '<This Team>' all wait until Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb' is ready.
Team '<This Team>' use Ability 'Command_UpgradeGLABombTruckBioBomb'.
Team '<This Team>' begins hunting.

Note the script: "Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'." and type TANK..

This never works as the Bombtruck still shows as being a bombtruck. Its always been broken since Generals and wondered if you know of a workaround.

Thanks!

We're getting close.. working it all through...

re: One thing RVMECH: I never understood why an enemy Skirmish AI controlled BombTruck always looks like a bomb truck and NOT using the Disguised Upgrade (which is set in the script)? This is when the bomb truck is deployed against a tank (which it should disguise itself). What gives?

You'll need to script the selection of the tank so the BT knows what to morph into...Godluck




:hyper: wow your A.l is looking good forget my junk I'll wait till you release yours.

btw HURRY UP!!

pro2124
02-03-2004, 02:04 PM
How do I can the teams I made in skimish scb file? I notice when I make a team in there it won't save it but when I make a team in a map file it saves it what's up with that?


By the way rmech are you on of the EA staff or something to be with EA?
Your name is anywhere on sites

RVMECH
02-04-2004, 07:29 PM
This is the script whether its for RUSH, Backdoor, Flank, or Center..

*** IF ***
True.
*** THEN ***
Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'.
Have Team '<This Team>' use Attack priority set 'GLA Power Priority'.
100.00% of Team '<This Team>' perform Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb'.
Player '<This Player>' 's Team '<This Team>' all wait until Ability 'Command_UpgradeGLABombTruckHighExplosiveBomb' is ready.
Team '<This Team>' use Ability 'Command_UpgradeGLABombTruckBioBomb'.
Team '<This Team>' begins hunting.

Note the script: "Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest object of type 'Tanks'." and type TANK..

This never works as the Bombtruck still shows as being a bombtruck. Its always been broken since Generals and wondered if you know of a workaround.

Thanks!

We're getting close.. working it all through...

re: One thing RVMECH: I never understood why an enemy Skirmish AI controlled BombTruck always looks like a bomb truck and NOT using the Disguised Upgrade (which is set in the script)? This is when the bomb truck is deployed against a tank (which it should disguise itself). What gives?

You'll need to script the selection of the tank so the BT knows what to morph into...Godluck
#1 This needs to be a sequential script or it will just go off hunting.

#2 You have scripted the BT to apply the upgrade to the object list "tanks"
It needs to apply the upgrade to itself AFTER selecting a unique vehicle..not an object list. Note that you will have to SCRIPT the selection of a tank. For this you can use an object list. Tricky scripting but seems feasible.

How do I can the teams I made in skimish scb file? I notice when I make a team in there it won't save it but when I make a team in a map file it saves it what's up with that?


By the way rmech are you on of the EA staff or something to be with EA?
Your name is anywhere on sites


I worked for them for a bit. I now do some level designing and scripting for another gaming company.

Thudo
02-04-2004, 10:26 PM
Understood.. the script runs fine sequentially as it upgrades HighExplosive, waits for the upgrade to complete, then upgrades to BioBomb. I've already accomplished this fine. Next I'll get the bombtruck team to attack as it should (right now they just sit in the ArmsDealer and don't come out unless pushed out).

I think I'll give you the IF and THEN Script Tree in text format and we can easily work it from there. In fact, it should provide a flexible bridge to minimize the guess work for myself and stress for you. Further, its never been done before: noone has translated that ZH script labyrith before UNTIL NOW!

I'll send it to you tomorrow. Everyone can have use of it so it becomes easier to script.


#1 This needs to be a sequential script or it will just go off hunting.

#2 You have scripted the BT to apply the upgrade to the object list "tanks"
It needs to apply the upgrade to itself AFTER selecting a unique vehicle..not an object list. Note that you will have to SCRIPT the selection of a tank. For this you can use an object list. Tricky scripting but seems feasible.




I worked for them for a bit. I now do some level designing and scripting for another gaming company.

pro2124
02-05-2004, 06:29 PM
Understood.. the script runs fine sequentially as it upgrades HighExplosive, waits for the upgrade to complete, then upgrades to BioBomb. I've already accomplished this fine. Next I'll get the bombtruck team to attack as it should (right now they just sit in the ArmsDealer and don't come out unless pushed out).

I think I'll give you the IF and THEN Script Tree in text format and we can easily work it from there. In fact, it should provide a flexible bridge to minimize the guess work for myself and stress for you. Further, its never been done before: noone has translated that ZH script labyrith before UNTIL NOW!

I'll send it to you tomorrow. Everyone can have use of it so it becomes easier to script.


How much more you got to go on this A.l thing?

DeeZire
02-05-2004, 07:01 PM
Theres a few glitches that need fixing in the scripts too. Check the object listings, the AI does not always consider a Laser Generals' Sentry Drone to be a threat or a target since its not in the ObjectLists (they put his SpyDrone in there instead, go figure). The same is true for all the GLAs Technicals - only the generic Technical is in the object lists, not the build variants.

Theres a couple of glitches in the Generals Abilities scripts too, some incorrect special powers etc and IIRC Alexander is scripted to build Paladin Tanks when she cant - may not make much of a difference in game but it eats up processor cycles needlessly.

Thudo
02-05-2004, 11:08 PM
Deezire.. DAMN.. thought you'd never make it here!

Hey i can actually fix those.. will take a whole 20mins to mull through all the Attack Waves but shouldn't be a problem!

Got the Stealth General BombTrucks to upgrade both HighExplosive and BioBomb and attack Rush, Flank, Center and Back. Just have to get them to Disguise correctly. The script they came with came with the original Generals and EA never corrected it. Weird. Never seen an AI-controlled Bombtruck ever disguise like it should.

I'll go fix those Sentry Drone glitches pretty easy as well.

Theres a few glitches that need fixing in the scripts too. Check the object listings, the AI does not always consider a Laser Generals' Sentry Drone to be a threat or a target since its not in the ObjectLists (they put his SpyDrone in there instead, go figure). The same is true for all the GLAs Technicals - only the generic Technical is in the object lists, not the build variants.

Theres a couple of glitches in the Generals Abilities scripts too, some incorrect special powers etc and IIRC Alexander is scripted to build Paladin Tanks when she cant - may not make much of a difference in game but it eats up processor cycles needlessly.

Theres a few glitches that need fixing in the scripts too. Check the object listings, the AI does not always consider a Laser Generals' Sentry Drone to be a threat or a target since its not in the ObjectLists (they put his SpyDrone in there instead, go figure). The same is true for all the GLAs Technicals - only the generic Technical is in the object lists, not the build variants.

Theres a couple of glitches in the Generals Abilities scripts too, some incorrect special powers etc and IIRC Alexander is scripted to build Paladin Tanks when she cant - may not make much of a difference in game but it eats up processor cycles needlessly.

DeeZire
02-06-2004, 01:12 PM
Thudo, can I recommend a tweak to your 'AI rebuilding Command Center' scripting?

The theory is great, but in practice I found the 30-40 second check was a little too long and caused a few conflicts between the time it takes the AI to work through standard base construction scripts. I also found it better that it should react more quickly to the loss of its CC. Then I added a tweak to eliminate any possible confusion between rebuilding CCs and the Sell Off scripts. Heres what mine look like;-

USA and China sides;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<Dozer>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Build a building of type '<CommandCenter>'

For the GLA sides;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<HoleCommandCenter>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<Worker>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Build a building of type '<CommandCenter>'

I set them all only on Normal and Hard (not Easy), check every 10 seconds and not disabled when completed.

As an extra tweak, I added a script to get GLA Generals to upgrade a Fake CC to real one instead if necessary but of course you need to script your sides to build the fake at some point;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<HoleCommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<Worker>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<FakeCommandCenter>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Team '<teamSkirmishGLA>' use Ability 'Command_BecomeRealGLACommandCenter'.

:)

Thudo
02-06-2004, 04:31 PM
Fabulous! Yer obvious ahead of the game as well especially since Pro: GEN ZH must be coming soon!

My Rebuild Command Centre is set for 10seconds but I think I will likely include your suggestions as they more sense. The fake CC idea for the Stealth General is fab as well!

Now.. just have to determine the best method for BombTrucks to disguise themselves based on an ObjectList as the current scripts (General originals) have never worked!

I suppose I could pick your brain as well but don't want to tack you too much with questions. :D

Thudo, can I recommend a tweak to your 'AI rebuilding Command Center' scripting?

The theory is great, but in practice I found the 30-40 second check was a little too long and caused a few conflicts between the time it takes the AI to work through standard base construction scripts. I also found it better that it should react more quickly to the loss of its CC. Then I added a tweak to eliminate any possible confusion between rebuilding CCs and the Sell Off scripts. Heres what mine look like;-

USA and China sides;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<Dozer>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Build a building of type '<CommandCenter>'

For the GLA sides;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<HoleCommandCenter>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<Worker>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Build a building of type '<CommandCenter>'

I set them all only on Normal and Hard (not Easy), check every 10 seconds and not disabled when completed.

As an extra tweak, I added a script to get GLA Generals to upgrade a Fake CC to real one instead if necessary but of course you need to script your sides to build the fake at some point;-

*** IF ***
Player '<This Player>' has Less Than 1 unit or structure of type '<CommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<HoleCommandCenter>'
*AND* Player '<This Player>' has Less Than 1 unit or structure of type '<Worker>'
*AND* Player '<This Player>' has Greater Than or Equal To 1 unit or structure of type '<FakeCommandCenter>'
*AND* 2000 is Less Than or Equal the number of credits possessed by Player '<This Player>'
*** THEN ***
Team '<teamSkirmishGLA>' use Ability 'Command_BecomeRealGLACommandCenter'.

:)

DeeZire
02-08-2004, 05:13 PM
NP, Im working on the AI for the next version of ProGen and some of your ideas are fantastic, Ill be looking at integrating them :)

Ive been thinking about the Bomb Truck thing for some time but never really got round to it. I'll have ago and see what I can come up with, but to follow RVs idea it should look something like this (pseudo code Im afraid, too much time in work LOL).

1 - This script needs to be placed in the Team definition so it runs once the team has been created (on create);-

IF
Team <ThisTeam> Has Been Created
AND
Team <ThisTeam> Has One Or More Members
THEN
Run Subroutine <DisguiseMeAsAVehicleUSA>
Run Subroutine <DisguiseMeAsAVehicleGLA>
Run Subroutine <DisguiseMeAsAVehicleChina>
Team <ThisTeam> Executes Script <TheNormalBombTruckAttackScript> Sequentially

USA Subroutine;-

IF
Player <ThisPlayersEnemy> Has Greater Than Or Equal To 1 Unit Of Type USAVehicleHumvee
THEN
Team <ThisTeam> Use Command Button Ability <Disguise> On Nearest Object Of Type <USAVehicleHumvee>


etc etc for GLA and China. Just thinking out loud, like I said I havent tried anything yet.

RVMECH
02-08-2004, 06:04 PM
NP, Im working on the AI for the next version of ProGen and some of your ideas are fantastic, Ill be looking at integrating them :)

Ive been thinking about the Bomb Truck thing for some time but never really got round to it. I'll have ago and see what I can come up with, but to follow RVs idea it should look something like this (pseudo code Im afraid, too much time in work LOL).

1 - This script needs to be placed in the Team definition so it runs once the team has been created (on create);-

IF
Team <ThisTeam> Has Been Created
AND
Team <ThisTeam> Has One Or More Members
THEN
Run Subroutine <DisguiseMeAsAVehicleUSA>
Run Subroutine <DisguiseMeAsAVehicleGLA>
Run Subroutine <DisguiseMeAsAVehicleChina>
Team <ThisTeam> Executes Script <TheNormalBombTruckAttackScript> Sequentially

USA Subroutine;-

IF
Player <ThisPlayersEnemy> Has Greater Than Or Equal To 1 Unit Of Type USAVehicleHumvee
THEN
Team <ThisTeam> Use Command Button Ability <Disguise> On Nearest Object Of Type <USAVehicleHumvee>


etc etc for GLA and China. Just thinking out loud, like I said I havent tried anything yet.

You still have the team using the Command Abilty on an enemy object when the disguise ability needs to be applied to the team itself.
As the AI Plyr does not select (nor is there a script condition for it) an enemy unit that could be used to determine the disguise, I doubt this script will ever be feasable.

Thudo
02-09-2004, 09:12 AM
Oh thats confidence! :p

Btw.. cleaned up the whole damn TEAM scripts - so much junk in there where like Deezire mentioned mostly the AI generals had extra tanks in teams where they shouldn't. ALL USA Factions were basically cluttered while CHINA/GLA sides were 95% okay. All fixed up and I must admit the game runs better now! W00t! ;)

Still trying to figure things out however..

- Getting the Nuke General to garrison a Bunker-Overlord with 5 Rocket Troops. Seems the team disbands before the Overlord creates its bunker. Bahhh!!

- For no damn reason a GLA Demo General doesn't want to garrison for Rocket Guys in a BattleBus even though he gladly garrisons Terrorists in a Technical. Grrrrr!

- How to get a GLA player to continually fill the tunnels so when the pop-up tunnel is used over and over again he keeps funnelling guys out of it. Right now when he loses all his Tunnel guys he does not replenish them.

- Trying to get the USA players to garrison more Firebases. Should be simple.

- BombTruck Disgusing.. hehe :D

Btw.. who wants the IF-THEN AI Scripting Tree I created? It should making scripts easier to communicate between one another.

We're getting there..

You still have the team using the Command Abilty on an enemy object when the disguise ability needs to be applied to the team itself.
As the AI Plyr does not select (nor is there a script condition for it) an enemy unit that could be used to determine the disguise, I doubt this script will ever be feasable.

Thudo
02-12-2004, 11:29 PM
**Update**

Incorporated the Internet Center Base defenses to all 4 China Factions and gave multiple superweapons to ALL factions (ie. Nuke General can now build up to 5 Nuke Superweapons but gave GLA Toxic General only 3 as the ScudStorm is big and might cause design issues with certain maps - will have to test it.. might work..). All factions will now build a minimum of 3 SuperWeapons with the USA SuperWeapon and CHINA Nuke Generals building 5!

Still have work to do:

o Trying to get the China Nuke General to garrison 5 rocket soliders in Bunkered Overlord. Team seems to disband just before the Bunker is created on the Overlord. Strange as I told the team to wait until Bunker is created. Hmmmm..

o Trying to get GLA player to continuously garrison tunnels so when Sneak Attack Tunnel is used more than once he replenishes the troops/vehicles for it!

o Trying to get the USA/CHINA to reliably garrison more Firebases/Bunkers.. Dunno why its problematic.

o Trying to get the GLA Demo General to garrison 3-5 Rocket Soliders into a BattleBus.. You'd think that after getting the China Infantry General to garrison a Helix with troops was pretty easy that getting GLA guys into BattleBus should a joke.. Dunno what gives.. BattleBus sits there and troops don't even get close to it. Hmmm..

o BombTruck Disguising.. Arghhh... Really a twister!!

o Give PRIORITY REPAIR to CommandCentre/Tech Centers (Strategy/Propaganda Center + Palace) and especially China Internet Center - this is likely scripted in the AIDATA.INI I believe.

o China TANK General does not create Migs to fight! Trying to get him to build a CHINA Airfield as he has no Tank_Airfield option.. Wierd..

If you or ANYONE can help or troubleshoot any of these that would be AMAZING!


BTW....
===============

HERE IS THE ZH AI SCRIPTING file I promised..

THIS should help us communicate more effectively in designing better scripts WITHOUT guess work on what one means.

Please try and copy/paste the sequence of scripts needed if you can help out!

VERY APPRECIATED!

DeeZire
02-13-2004, 12:25 PM
The reason why the Battle Bus is problematic when trying to load things into it is because it does not have KindOf = TRANSPORT. It therefore wont work properly with any 'transport' type scripts as I found to my cost. I ended up making a clone of it that does have that setting and used that instead with some success.

pro2124
02-13-2004, 02:15 PM
The reason why the Battle Bus is problematic when trying to load things into it is because it does not have KindOf = TRANSPORT. It therefore wont work properly with any 'transport' type scripts as I found to my cost. I ended up making a clone of it that does have that setting and used that instead with some success.


I throught pro gen was going to have a harder A.l? :(

Thudo
02-13-2004, 02:31 PM
Huh? Its exactly like the Humvee.. exactly.. Is this yet another bumbling by EA once more? Its just a simply load troops into it, they fire out while moving.. done.. What's so different about it? There is no need to upgrade it over the Overlord Bunker.. Grrrrrrrrr... If thats the case I'm not gonna have the AI produce BattleBuses.. Thats pathetic! Thats kinda like: WHERE THE HELL IS THE 'China Team Is Building' option or where is the TANK_Airfield? Bahhhhhhhh!!! :mad: :mad: :irked: :grumpy:

If I can't get those working then I'll have to submit those as part of my report when the scripts get released.. <Sigh :( >

Anyway.. now that my script tree is released any help on any of those in the list above? I'm getting things done but could speed my work along even further.


The reason why the Battle Bus is problematic when trying to load things into it is because it does not have KindOf = TRANSPORT. It therefore wont work properly with any 'transport' type scripts as I found to my cost. I ended up making a clone of it that does have that setting and used that instead with some success.

pro2124
02-13-2004, 06:05 PM
Huh? Its exactly like the Humvee.. exactly.. Is this yet another bumbling by EA once more? Its just a simply load troops into it, they fire out while moving.. done.. What's so different about it? There is no need to upgrade it over the Overlord Bunker.. Grrrrrrrrr... If thats the case I'm not gonna have the AI produce BattleBuses.. Thats pathetic! Thats kinda like: WHERE THE HELL IS THE 'China Team Is Building' option or where is the TANK_Airfield? Bahhhhhhhh!!! :mad: :mad: :irked: :grumpy:

If I can't get those working then I'll have to submit those as part of my report when the scripts get released.. <Sigh :( >

Anyway.. now that my script tree is released any help on any of those in the list above? I'm getting things done but could speed my work along even further.


Well speed your work along even further. Every body is wating for you A.l to be finish :hyper:

Thudo
02-13-2004, 07:24 PM
;) Ya but I'm trying to make it perfect! Btw.. got the AI to make multiple superweapons for ALL Sides.. Damn AIDATA.INI file.. Grrrr.. Also build base defenses around China Internet Center.. FINALLY! More to come.. need time to tweak/debug.


Well speed your work along even further. Every body is wating for you A.l to be finish :hyper:

pro2124
02-14-2004, 09:12 AM
;) Ya but I'm trying to make it perfect! Btw.. got the AI to make multiple superweapons for ALL Sides.. Damn AIDATA.INI file.. Grrrr.. Also build base defenses around China Internet Center.. FINALLY! More to come.. need time to tweak/debug.


That's nice now I want it even more :hyper:

Thudo
02-14-2004, 03:45 PM
I'm in the north country right now but plan to play with it tomorrow night and finalize the way the bases will look to have better defense converage. I did this in my old ThudAI for Generals but its easier in ZH I find. I'm glad to see the AIs building many SWs but have to remember that this could cause issues with base design but it shouldn't be an overal problem. At least the AIs don't clutter their units in the bases as much!

Trust me: it'll be well worth the wait but I take no responsibility how hard my AIs are.. My Demo General is a bad mutha as well as my Tank/Nuke/Infantry General.. In fact, all 4 of my China Generals not only update China Mines on all their buildings, but, >gAsP!< some even update to EMP ones as well! OUCHHHHH!!!!!!!! Trying to storm that is a rather bitter pickle! :devil: :evil: :freek: Once yer vehicles fall victim to dem EMPs he'll just steal them back from ya! Muhahahah!

That's nice now I want it even more :hyper:

pro2124
02-14-2004, 06:51 PM
I'm in the north country right now but plan to play with it tomorrow night and finalize the way the bases will look to have better defense converage. I did this in my old ThudAI for Generals but its easier in ZH I find. I'm glad to see the AIs building many SWs but have to remember that this could cause issues with base design but it shouldn't be an overal problem. At least the AIs don't clutter their units in the bases as much!

Trust me: it'll be well worth the wait but I take no responsibility how hard my AIs are.. My Demo General is a bad mutha as well as my Tank/Nuke/Infantry General.. In fact, all 4 of my China Generals not only update China Mines on all their buildings, but, >gAsP!< some even update to EMP ones as well! OUCHHHHH!!!!!!!! Trying to storm that is a rather bitter pickle! :devil: :evil: :freek: Once yer vehicles fall victim to dem EMPs he'll just steal them back from ya! Muhahahah!


You take no responsibility how hard your AIs are?
Do your worse :lol: I want my A.l to be hard. :hyper:
How well does your A.l do on choke hole points?
How good is your A.l compare to ZH A.l?

pro2124
02-15-2004, 08:54 AM
Are you going to post the A.l thing on here?

Thudo
02-15-2004, 12:02 PM
Are you going to post the A.l thing on here?

My AI blows ZH AI clean out of the water but a long shot.. wait for the revision/changes list to come! As for Choke Points - that can depend on the map you use and the way the map designer has set up the waypoints.. My 100+ ZH 6-8 Player maps should be certified to give u one helleva run for it! :D :p ;)

I could easily release it here as the SkirmishScripts.scb, AIDATA.ini, and README.txt will compress to a nothing 400kb .zip! Not bad for a 2.5mb .scb! Talk about bloatville! Shhesshhhhh!

pro2124
02-15-2004, 02:24 PM
My AI blows ZH AI clean out of the water but a long shot.. wait for the revision/changes list to come! As for Choke Points - that can depend on the map you use and the way the map designer has set up the waypoints.. My 100+ ZH 6-8 Player maps should be certified to give u one helleva run for it! :D :p ;)

I could easily release it here as the SkirmishScripts.scb, AIDATA.ini, and README.txt will compress to a nothing 400kb .zip! Not bad for a 2.5mb .scb! Talk about bloatville! Shhesshhhhh!

Can you beat your A.l?
Will your A.l be release by tomorrow or even today? :hyper: :hyper: :hyper: The wait is killing me :cry:
As for choke hole point I will be using ZH maps is that ok?

USA201
02-15-2004, 06:05 PM
Yea, are you going to release it today, or tomorrow, or when?

Thudo
02-15-2004, 07:10 PM
I can kinda beat the AI although everyone in my sphere of influence knows me as being the saucy sneaky greasy UNHANDED GLA player. I'm the shiet who loves sneaking in your worse nightmares deep inside your base when you lease expect it. I'm the BombTruck King! MUhahah :devil:

Official ZH maps will be just fine although recently I did convert one of my Generals fav. maps (Armoured Fury 3vs3) and it sooooooooo rocks on that.. Hard as nails guys.. Pure Dog Eat Dog! GLA players attack with 6 SCUD Launchers backed up with an array of scorpions/Quads on frontal assault. Talk about a royal pisser! heheh.. Ahhh War sucks but so does getting owned by the ThudAI. :p

Its coming its coming.. I can't release it just yet til I'm sure.. then once released I'll get yer feedback. Nothing is perfect obviously but the AI is nasty shiet. :irked:

pro2124
02-15-2004, 08:13 PM
I can kinda beat the AI although everyone in my sphere of influence knows me as being the saucy sneaky greasy UNHANDED GLA player. I'm the shiet who loves sneaking in your worse nightmares deep inside your base when you lease expect it. I'm the BombTruck King! MUhahah :devil:

Official ZH maps will be just fine although recently I did convert one of my Generals fav. maps (Armoured Fury 3vs3) and it sooooooooo rocks on that.. Hard as nails guys.. Pure Dog Eat Dog! GLA players attack with 6 SCUD Launchers backed up with an array of scorpions/Quads on frontal assault. Talk about a royal pisser! heheh.. Ahhh War sucks but so does getting owned by the ThudAI. :p

Its coming its coming.. I can't release it just yet til I'm sure.. then once released I'll get yer feedback. Nothing is perfect obviously but the AI is nasty shiet. :irked:

6 SCUD Launchers that's good, but are they good a defending a army of OVERLORDS rolling in there base :) :hyper:

Thudo
02-15-2004, 08:32 PM
You not getting Overlords into his base unless you do your homework! The AI will be pretty tight in that regard! And I wouldn't go near a GLA Stealth General as his Hijackers will find yer No. on those Overlords. He'll be exploiting your mistakes! :devil:

6 SCUD Launchers that's good, but are they good a defending a army of OVERLORDS rolling in there base :) :hyper:

pro2124
02-15-2004, 08:44 PM
You not getting Overlords into his base unless you do your homework! The AI will be pretty tight in that regard! And I wouldn't go near a GLA Stealth General as his Hijackers will find yer No. on those Overlords. He'll be exploiting your mistakes! :devil:


Good Job thudo just what I wanted them to do I always love a good challenge.

How will your A.l do against people who build lots of gattion turrents and partiort missles?

DratsaB
02-15-2004, 09:05 PM
Hey Thudo- I finally registerd here...

Im really looking forward to this release too...

One thing that i think makes the AI easy to beat, especially if you turtle, is the way they just pile units one after another into your base defences. But I reckon it would require some heavy scripting to change that. It will be just great(frightening :eek: ) to see the AI doing all the things you can do to them!


PS. have you recieved all the maps from the last batch? I think my outlook express is a bit screwy at the mo.... :\

Thudo
02-16-2004, 11:13 AM
Problem with the AI scripting regarding it going on the offensive is that there really is no way to code tactics. Look at AoM: Titans, the AI swarms with a good variety of unit BECAUSE they use formations so they create the team and it follows as a formation AT THE SAME SPEED.

Create a team in Generals/ZH and the Overlords, for example, race ahead of the Mobile NUKE LAUNCHERS instead of buffering the NUKES as they approach, spreading out to avoid ALPHA AURORAs' nasty bite, and then laying into base defenses first while watching air/infantry incursions.

Generals/ZH AI is best at swarming like locusts! GLA (all factions) just send waves of semi-expendable Scropions but sometimes there are feats of pure AI brilliance but thats relegated to pure luck combos!

If I could keep AIs in formation like in AoM: Titans then it would be more semi-interesting but nahhhh.. AI in RTS games is all about pure spamming and we'd need a good P4 8-10Ghz CPUs to have half-way TRUE HUMAN AI opponents. Couple that with 4vs4 games and damn.. SLIDE SHOW PEOPLE!

I try my best to make the AI interesting with creating teams that TIME themselves when you don't expect them but its the SAGE AI logic that is the limiter + simple AI logic in 2004 - the industry needs more time and CPU/Memory Power as AIs are not real-time reactive to EVERY BS illogical move us HUMANS can make. Humans can scan the situtation and react on-the-fly with changes as they seem em coming. AIs are just responding to pre-set trigger sets/timers. However, I work with the limits of the tech we have!

My AI will try to be a royal nuisance to your base defenses but I can give much more priority to base defenses.. ITS CALLED Setting a Priority in the scripts so yes its possible for the Overlord to go right after a huge building garrisoned with Infantry General Minigunners and Rocket Soliders but alas the NUKE LAUNCHERs will still get there when the Overlords are getting severely owned even with Gattling Upgrade. Just about the AI's real-time logic.

DratsaB - Congrads on making it and yes I did receive the maps. I've been so busy with working with the AI (and loving it) that I'm trying to make time and testing the maps. With my new AI and the submitted maps it should now be rather interesting how they react!

pro2124
02-16-2004, 01:56 PM
Problem with the AI scripting regarding it going on the offensive is that there really is no way to code tactics. Look at AoM: Titans, the AI swarms with a good variety of unit BECAUSE they use formations so they create the team and it follows as a formation AT THE SAME SPEED.

Create a team in Generals/ZH and the Overlords, for example, race ahead of the Mobile NUKE LAUNCHERS instead of buffering the NUKES as they approach, spreading out to avoid ALPHA AURORAs' nasty bite, and then laying into base defenses first while watching air/infantry incursions.

Generals/ZH AI is best at swarming like locusts! GLA (all factions) just send waves of semi-expendable Scropions but sometimes there are feats of pure AI brilliance but thats relegated to pure luck combos!

If I could keep AIs in formation like in AoM: Titans then it would be more semi-interesting but nahhhh.. AI in RTS games is all about pure spamming and we'd need a good P4 8-10Ghz CPUs to have half-way TRUE HUMAN AI opponents. Couple that with 4vs4 games and damn.. SLIDE SHOW PEOPLE!

I try my best to make the AI interesting with creating teams that TIME themselves when you don't expect them but its the SAGE AI logic that is the limiter + simple AI logic in 2004 - the industry needs more time and CPU/Memory Power as AIs are not real-time reactive to EVERY BS illogical move us HUMANS can make. Humans can scan the situtation and react on-the-fly with changes as they seem em coming. AIs are just responding to pre-set trigger sets/timers. However, I work with the limits of the tech we have!

My AI will try to be a royal nuisance to your base defenses but I can give much more priority to base defenses.. ITS CALLED Setting a Priority in the scripts so yes its possible for the Overlord to go right after a huge building garrisoned with Infantry General Minigunners and Rocket Soliders but alas the NUKE LAUNCHERs will still get there when the Overlords are getting severely owned even with Gattling Upgrade. Just about the AI's real-time logic.

DratsaB - Congrads on making it and yes I did receive the maps. I've been so busy with working with the AI (and loving it) that I'm trying to make time and testing the maps. With my new AI and the submitted maps it should now be rather interesting how they react!

And how long this is going to take?

Thudo
02-16-2004, 04:22 PM
And how long this is going to take?

hehhe.. you keep asking me that! Stop it! :D Patience.. Its not like I kept asking Deezire every day when Pro:Gen was being released. Its coming..

pro2124
02-16-2004, 04:39 PM
hehhe.. you keep asking me that! Stop it! :D Patience.. Its not like I kept asking Deezire every day when Pro:Gen was being released. Its coming..


How long this taking I hope it's better than the generals verison you made.
If so then I can wait :D

Thudo
02-17-2004, 08:36 AM
Ohh it'll be tremendously better than before! Its almost more ambitious BUT its also much harder. Try scripting/tweaking for !! 12 !! factions, not 3. Yiikess... takes time.

How long this taking I hope it's better than the generals verison you made.
If so then I can wait :D

pro2124
02-17-2004, 09:03 AM
Ohh it'll be tremendously better than before! Its almost more ambitious BUT its also much harder. Try scripting/tweaking for !! 12 !! factions, not 3. Yiikess... takes time.


How much money are you starting the A.l off with?

Thudo
02-17-2004, 09:44 AM
The defaults set by the original ZH scripts. Trust me: he won't be overwhelming but be far more challenging then what yer used to. They'll be many many elements you'll like and consequently be frustrated with (ie. Hijackers stealing your vehicles in nasty choke points or Helix loaded with Rocket Infantry coming out of nowhere to own your ass!). :devil:

Although imagine staring down a Nuke General with 5 Nuclear Missiles just kuzz you felt nice letting him build all those! :D Finalized it last nite and it looks brilliant seeing soo many SWs counting down and NOT crashing the game like in the original Generals. Thank EA - at least they enabled the Skirmish AI to allow multiple SWs!

How much money are you starting the A.l off with?

pro2124
02-17-2004, 12:56 PM
The defaults set by the original ZH scripts. Trust me: he won't be overwhelming but be far more challenging then what yer used to. They'll be many many elements you'll like and consequently be frustrated with (ie. Hijackers stealing your vehicles in nasty choke points or Helix loaded with Rocket Infantry coming out of nowhere to own your ass!). :devil:

Although imagine staring down a Nuke General with 5 Nuclear Missiles just kuzz you felt nice letting him build all those! :D Finalized it last nite and it looks brilliant seeing soo many SWs counting down and NOT crashing the game like in the original Generals. Thank EA - at least they enabled the Skirmish AI to allow multiple SWs!

How about the heros are they smarter?

Thudo
02-17-2004, 01:35 PM
Thats difficult to code as once you spot them you simply eradicate them. Timing Lotus, for example, to steal your building when you have lots of base defenses guarding the outskirts is real difficult as first you need to remove the base defenses then allow Lotus to wait until a pocket opens then move in to start hacking. Its not easy and the scripts really don't support it BUT it isn't impossible but require lots of creative scripting. Jarmon KELL's script is basically to go around hunting but stay away from enemy base defenses (again.. a little tricky as how do you tell Jarmon to avoid defenses while hunting?).

I'll try my best to ensure everything runs smarter. Hell.. someone pointed out why some GLA factions don't use the Marauder Tank.. Well its because they weren't scripted to so I just added it in so now the regular GLA and Toxic GLA will use them. Simple stuff like that + now the Demo GLA *may* will use a Level 3 Rebel Attack so watch out! There are two skillsets per faction so it may choose to use one of the two. hehehe.


How about the heros are they smarter?

pro2124
02-17-2004, 07:19 PM
Thats difficult to code as once you spot them you simply eradicate them. Timing Lotus, for example, to steal your building when you have lots of base defenses guarding the outskirts is real difficult as first you need to remove the base defenses then allow Lotus to wait until a pocket opens then move in to start hacking. Its not easy and the scripts really don't support it BUT it isn't impossible but require lots of creative scripting. Jarmon KELL's script is basically to go around hunting but stay away from enemy base defenses (again.. a little tricky as how do you tell Jarmon to avoid defenses while hunting?).

I'll try my best to ensure everything runs smarter. Hell.. someone pointed out why some GLA factions don't use the Marauder Tank.. Well its because they weren't scripted to so I just added it in so now the regular GLA and Toxic GLA will use them. Simple stuff like that + now the Demo GLA *may* will use a Level 3 Rebel Attack so watch out! There are two skillsets per faction so it may choose to use one of the two. hehehe.

I am glad you are fixing the problems I found it zero hour.
I have a few questions to ask.
Will the gla place lots of demo traps?
Will the tank general use a air field?
What is the hardest general in your A.l?
Are the A.l good at handing money?
I notice Zero hour A.l put good stuff in the front like internet center and stargery center will yours do that?

Thudo
02-17-2004, 08:02 PM
- I can script the Demo AI to place demo traps around his base more often.. no problems there..

- Trying to get Tank General to create an Airfield.. not easy as its not in his regular buildlist. People usually say: "well its a Tank General he doesn't need MIGs/Helix".. I would agree but EA stupidly kept them in for the human player to build so I have to try to include it.

- Hardest General in my AI's eyes? Hmmm.. Dunno.. Tank/Nuke Generals are pretty pretty merciless although the USA Air General is simply nasty with King Raptor/Stealth Fighter combos. Very frustrating. I can't say.. each faction will have its own personality and each time you play it'll be a different experience.

- AI is fine with money.. don't worry! ;)

- I'm still perfecting the proper defense of the China Internet Center and it still requires tweaking. Don't worry yet about attacking his base, worry about yours! :devil: :devil: :devil:

I am glad you are fixing the problems I found it zero hour.
I have a few questions to ask.
Will the gla place lots of demo traps?
Will the tank general use a air field?
What is the hardest general in your A.l?
Are the A.l good at handing money?
I notice Zero hour A.l put good stuff in the front like internet center and stargery center will yours do that?

pro2124
02-17-2004, 08:56 PM
- I can script the Demo AI to place demo traps around his base more often.. no problems there..

- Trying to get Tank General to create an Airfield.. not easy as its not in his regular buildlist. People usually say: "well its a Tank General he doesn't need MIGs/Helix".. I would agree but EA stupidly kept them in for the human player to build so I have to try to include it.

- Hardest General in my AI's eyes? Hmmm.. Dunno.. Tank/Nuke Generals are pretty pretty merciless although the USA Air General is simply nasty with King Raptor/Stealth Fighter combos. Very frustrating. I can't say.. each faction will have its own personality and each time you play it'll be a different experience.

- AI is fine with money.. don't worry! ;)

- I'm still perfecting the proper defense of the China Internet Center and it still requires tweaking. Don't worry yet about attacking his base, worry about yours! :devil: :devil: :devil:

Man how you been talking your A.l must be some hard stuff nothing to play with. :hyper: :hyper: I am going to enjoy making your A.l :cry:
:evil:

Thudo
02-22-2004, 04:18 PM
UPDATE:

I am having tremendous success with the scripts and now I am doing what could be considered the most important aspect of this project:

DESIGNING each of the 12 factions BASE layouts so that when you do manage (hA!) to get close to it with your rolling tanks that you find a rather interesting surprise: THE AI WILL ACTUALLY HAVE A GOOD DEFENSIVE CLEAN AND TWEAKED-LOOKING BASE ! Example, no PowerPlants on the Front/Flank for you to steal/destroy cutting his power. Some buildings MAY stray outside base defenses but this is largely hard to script as it depends on how large the maps are for AIs to build. Generally, it'll be impressive and I've finished tweaking the USA Laser Generals and, damnnn, he's one sweet Mofo!! Very clean base, defends it SUPER-WELL not only with fixed defense emplacements, but with air and ground counteractants! hehehe. There was quite o bit of measurements that needed to be done to understand the GRID SYSTEM in the game of building placements but I figured it out and damn it looks sweet!

Currently, working on the USA SuperWeapon General to tweak his behaviour and also found out a stupid bug left by EA: All 4 USA Factions sometimes will send out 2-4 Missile Defenders using the LaserLock option and guess what: it gets so overused that the troops not only use it all the time but it fires at a very high rate, has insane range, and just vapourizes tanks to nothing! So.. I fixed it! :D It was a royal cheat for the AI + it was stupid. Perhaps the CODE LOGIC needs fixing in v1.03 but oh well: not waiting around for the attics of EA to fix it (since their track record is beyond pathetic as it stands).

Anyway, I'm gonna be switching this thread to the Zero Hour MODDING forum as its more suitable there BUT only when I release v1.0! Now with my current successes in the last 3 days I am confident release isn't far off although I WANT IT NEAR PERFECTION! :p

I MAY ASK FOR BETA TESTERS which I didn't do for the original ThudAI for Generals. I think that would be sweet if I could have a 1-2 week period where 1-3 dudes/chaps/fellers :D can go through it and let me know if all is cool or within reason. In other words, try and take down my, for example, USA LASER GENERAL on a one-on-one then do it with the other factions one-on-one!

Remember, each of the 12 factions will have a theme going? Huh.. Theme you say? Yep.. each one will do what EA didn't: use each faction's active and passive strengths TO THE MAX and exploit it to your supreme disadvantage! :devil: :devil: ie. GLA's Demo General will not only use Bombers more effectively and perhaps even "sinisterly" (??) but will surround his base with tonnes of death traps so as you approach with yer Overlords you'd better do your recon.

This is what I'm aiming for.. there are still some other loose ends..Still waiting for RVMECH on my private mail as garrisoning a Bunkered Overlord with troops is having no success just like garrisoning a GLA BattleBus with Troops.. weird.. Have to understand the script logic behind MERGING TEAMS together.. still rather cryptic to me.

Anyway.. its been a blast and a labour of love evolving the AI to this. WoW! If I had some scripters with even a little time I could get more done quicker but we're making lots of progress and there is always time for v1.1, v1.2, etcc.. I don't mind perfecting/tweaking..

So.. working away here.. :hyper:

pro2124
02-23-2004, 07:22 AM
You know I should be a beta tester how I been :hyper: :hyper: and :D :D all over this fourm. carson_r2000@yahoo.com when you get ready. :rofl:

Thudo
02-24-2004, 07:46 AM
Uhmm.. And you are? :dizzy: :\ J_t :D heheheh..

I'm sure you'd put dem AIs to das flooring! I think you'd be a super candidate although I HOPE you have a decent system to run it off unless you plan only 1vs1? I do testing most times at 4vs4 but only recently its been 2vs1 just to monitor all changes.

Just finished USA SW General and currently working on USAF and Generic USA. Going well..

You know I should be a beta tester how I been :hyper: :hyper: and :D :D all over this fourm. carson_r2000@yahoo.com when you get ready. :rofl:

pro2124
02-24-2004, 08:40 AM
Uhmm.. And you are? :dizzy: :\ J_t :D heheheh..

I'm sure you'd put dem AIs to das flooring! I think you'd be a super candidate although I HOPE you have a decent system to run it off unless you plan only 1vs1? I do testing most times at 4vs4 but only recently its been 2vs1 just to monitor all changes.

Just finished USA SW General and currently working on USAF and Generic USA. Going well..



My Pc has enough power I can play 4vs4 also. When your A.l comes out I won't have to go against 1 vs 2 YAY!!!! If your A.l is hard as you say it is.

Thudo
02-26-2004, 01:11 PM
Cool.. what are yer system specs? As you can tell in my sig. I have wayy more than enough. Hell.. can you believe back when Generals was out I coded my ThudAI AI scripts with a 1.4Ghz, 512mb PC2100 RAM, GF3 under WinME?! :mad: Ughhhhh.. Man was it slowwwwwwwwwwww..... Totally the opposite now and its thoroughly enjoying!

Btw... tonight I should have a 4 USA factions done! Had a USA Laser vs USAF General last nite to see the AIs fight it out and damn IT WAS A MELEE! :hyper: King Raptors/Comanches/Stealth Fighters running amok vs good use of Laser Gen's Avengers + storming with Laser Tanks! Nasty.. It was a stalemate although it came close on both sides! Tonight I finish with Generic USA and have a USA Generic/USAF vs. Laser/SupW General battle! :drool: Should be some wild shiet! CHINA and GLA will be much easier to deal with as USA has been a pain scripting those planes! Ack!

My Pc has enough power I can play 4vs4 also. When your A.l comes out I won't have to go against 1 vs 2 YAY!!!! If your A.l is hard as you say it is.

pro2124
02-26-2004, 03:08 PM
Cool.. what are yer system specs? As you can tell in my sig. I have wayy more than enough. Hell.. can you believe back when Generals was out I coded my ThudAI AI scripts with a 1.4Ghz, 512mb PC2100 RAM, GF3 under WinME?! :mad: Ughhhhh.. Man was it slowwwwwwwwwwww..... Totally the opposite now and its thoroughly enjoying!

Btw... tonight I should have a 4 USA factions done! Had a USA Laser vs USAF General last nite to see the AIs fight it out and damn IT WAS A MELEE! :hyper: King Raptors/Comanches/Stealth Fighters running amok vs good use of Laser Gen's Avengers + storming with Laser Tanks! Nasty.. It was a stalemate although it came close on both sides! Tonight I finish with Generic USA and have a USA Generic/USAF vs. Laser/SupW General battle! :drool: Should be some wild shiet! CHINA and GLA will be much easier to deal with as USA has been a pain scripting those planes! Ack!



I have 2.0 Ghz Pc2100 of 512 RAM and radeon 9800 pro video card. Windows XP that should be good enough :hyper: I would be a good tester cause when people make there own A.l like rmevch did. I start by playing 3 vs 2 then I quit then study the A.l tactics.
Carson_r2000@yahoo.com

spyVspy
03-04-2004, 06:30 PM
All 4 USA Factions sometimes will send out 2-4 Missile Defenders using the LaserLock option and guess what: it gets so overused that the troops not only use it all the time but it fires at a very high rate, has insane range, and just vapourizes tanks to nothing! So.. I fixed it!


Yay! I knew that was a bug, laser lock can only be used on vehicles, these teams go out and use it on defensive structures, infantry too which is really not fair. And the range is enormous, so its like an nuke-launcher, scud, tomahawk, or buggy attack, except they are much harder to kill (unless you have a pathfinder hanging around)

I play a lot of skirmish so I'm a big fan of your enhanced AI Thudo.
Can't wait to try it out.

Thudo
03-05-2004, 12:56 AM
Actually the bug occurred again with USA SW, USAF, and Laser but I think I know which team is created that causes it. I'll keep testing it.. I've minimized it but currently working on both CHINA and GLA.. Fun stuff! :rofl:

Yay! I knew that was a bug, laser lock can only be used on vehicles, these teams go out and use it on defensive structures, infantry too which is really not fair. And the range is enormous, so its like an nuke-launcher, scud, tomahawk, or buggy attack, except they are much harder to kill (unless you have a pathfinder hanging around)

I play a lot of skirmish so I'm a big fan of your enhanced AI Thudo.
Can't wait to try it out.

DratsaB
03-05-2004, 09:04 PM
Actually the bug occurred again with USA SW, USAF, and Laser but I think I know which team is created that causes it. I'll keep testing it.. I've minimized it but currently working on both CHINA and GLA.. Fun stuff! :rofl:

Yeah, I spent a while tryin to figure out how to use such a powerful feature for myself. i thought it was somthing to do with fully veteranized (? ;^) ) AT soldiers for Lazer, but alass its just a bug.....dang. they always seem to use it at the worst possible time for me as well :( taking out my base defences when im distracted else where.....!

Drats

Thudo
03-06-2004, 10:13 AM
Yeah, I spent a while tryin to figure out how to use such a powerful feature for myself. i thought it was somthing to do with fully veteranized (? ;^) ) AT soldiers for Lazer, but alass its just a bug.....dang. they always seem to use it at the worst possible time for me as well :( taking out my base defences when im distracted else where.....!

Drats

I can be mimized.. I haven't seen the Vanilla USA General use them but LASER USA has the most of them so its just a question of looking for a team of MDs and just dropping them and making a new team.. OR changing their scripts incase it has something to do with the tasks they are scripted to do for that team. Thats it. Guess whenever a game these days is released its up to the COMMUNITY to do all the re-work a "fix back" all that wasn't complete. We're our own quality-assurance and we're not even getting paid for it! :\ :| :dizzy: J_t

pro2124
03-06-2004, 06:09 PM
When does beta testers begin?

Thudo
03-09-2004, 07:38 AM
When does beta testers begin?

hehe.. Patience! At least I'm responding throughout the Generals: ZH realm on multiple message boards.

Nothing good came out of a project released too soon! Project only started 5 weeks ago but the real work started in the last 2 weeks! Plus I am getting almost zero support from people (except for 1-2 persons but they haven't returned my emails in weeks) so I basically have to be solo-creative-genius-guy all my self. heheh.

I'll be firing off an message to everyone for whom I'll be asking for testers to try and "break the AI's back". They'll be issues you'll find but thats what I'm expecting. I want to ensure they are minimized before hand. I'll be worth it..

DratsaB
03-09-2004, 09:36 PM
hehe.. Patience! At least I'm responding throughout the Generals: ZH realm on multiple message boards.

Nothing good came out of a project released too soon! Project only started 5 weeks ago but the real work started in the last 2 weeks! Plus I am getting almost zero support from people (except for 1-2 persons but they haven't returned my emails in weeks) so I basically have to be solo-creative-genius-guy all my self. heheh.




I wish i knew more about scripting...I cant believe no one has offered to help you properly. I would love to help out if I knew more about scripting...
Oh well, when its all finnished all the glory will be yours :D

Thudo
03-09-2004, 11:09 PM
I wish i knew more about scripting...I cant believe no one has offered to help you properly. I would love to help out if I knew more about scripting...
Oh well, when its all finnished all the glory will be yours :D

No problemo guy! I don't expect everyone to wanna jump into wanting to learn about Generals+ZH and the SAGE Engine. I mean after what EA did to both Generals/ZH and Renegade + YURI v1.001 I can never trust such asses. :grumpy: I do wish I worked on this project back in Nov'03 as at least it was still in people's minds all anticipating a big patch (a patch that was such ***** it would have been looked at as a severe anti-blizzard prank by hackers trying to circumvent, say, Warcraft3..) Real sad..

Glory won't be all mine - I have had some help from some gracious people (RVMech, Deezire) who have given up their time to assist me. RVMech I really value although I wish he weren't so busy but can completely understand his obligations elsewhere. I count my blessings he at least replies when he can.

Thanks all!

Thudo
03-26-2004, 08:50 PM
Site is now UP..

Look at this site for some info as to what is in store for the upcoming ZH THudAI scripting project! Its a temporary site but decent for my needs.

I can't reveal all the secrets of the AI project just yet.. surprises are in store.

http://home.ca.inter.net/~edwin/zerohour/

Welcome aboard!

DratsaB
03-27-2004, 07:53 PM
Lookin good Thudo.

cheers for the credit.. :)

Dracman
04-03-2004, 10:06 PM
;) Ya but I'm trying to make it perfect! Btw.. got the AI to make multiple superweapons for ALL Sides.. Damn AIDATA.INI file.. Grrrr.. Also build base defenses around China Internet Center.. FINALLY! More to come.. need time to tweak/debug.

:eek: i'd like to have the option for skirmish mode to eliminate the GLA scud launcher, the USA particlecannon, and the Russian nuke launcher. :wtf: . This 'hopefully' would allow more objects towards conventional warfare to be used. Like the GLA would agressively use those neat tunnel networks, etc - there is some much neat stuff the game overlooks in favour of the quick wmd kill. The "limit" super - in zh skirmish doesn't get it.
TIA, dracman

Thudo
04-04-2004, 12:34 AM
Actually those weapons are easily defeated with proper tactics. Both GLA and China Launchers are sooo bloody slow and easy to out-maneuver while the USA Particule cannon is a site-specific effecting weapon whereas the China Nuke and Gla Scud Storms are mass weapons! Its up to the player to out-smart the other with sound tactics OR play among your friends and INSIST they must not use these weapons.

Yer right though.. imagine a game with just conventional weapons (no WMD-type munitions)? You'd have to rely on shear basic tactics to break those defensive lines.

:eek: i'd like to have the option for skirmish mode to eliminate the GLA scud launcher, the USA particlecannon, and the Russian nuke launcher. :wtf: . This 'hopefully' would allow more objects towards conventional warfare to be used. Like the GLA would agressively use those neat tunnel networks, etc - there is some much neat stuff the game overlooks in favour of the quick wmd kill. The "limit" super - in zh skirmish doesn't get it.
TIA, dracman

Msakdillz
04-05-2004, 09:27 AM
Hello, I've finally got the stupid script loaded into worldCrap and have been working with it the past two days. I had some questions maybe you could awnser for me, if you dont mind. How do you make the Ai build hackers after the internet center has been destoyed? I made it build the internet center fine but i can't find a way to build the stupid hackers. I made it (start building team hackers 1, 2, 3 ect.. after it builds a ITcenter , but no luck. Plus how did you get china to upgrade its emperor with a gattling gun i've got it so some of them build it but not all.

Thanks,
Madskillz

Thudo
04-05-2004, 06:25 PM
Hmmm.. Thats odd.. Yer saying when the CHINA AI (regardless of faction) losses his Internet Center with Hackers inside that when he rebuilds they don't replenish the center? In my AI he will rebuild the center AND replenish it with troops again AND over and over again PROVIDED he has the money.

You could give the AI money to replenish the hackers - yes I know this is cheating but this is the SAGE engine! Its impossible to make the AI not cheat but don't worry: the AI won't be insanely impossible to beat regardless in this matter. So yes there is no trick to getting the CHINA AI to replenish a rebuilt Internet Center BUT he needs the cash to do it!

In regards to CHINA Tank's EMPEROR Tanks not updating - thats the same idea.. MONEY! Tank General needs LOTS OF CASH to upgrade those Emperor Swarms. My Emperor Tanks ALWAYS update the Gattling Cannon. I simply use the existing script for OVERLORD BUILD GATTLINGS found in the Team Behaviour scripts or in the CT scripts under the Tank Generals' Folder in the .scb file and just go to EDIT/TEAMS and associate that script for each of the Emperor Teams.. done! However.. MONEY MONEY ! ! THink cash for the AI.. he needs it to do what you want him to build!

Btw.. You sound script-savy.. would you be interested in assisting me with my project?! I need a scripter to run some projects in an ongoing investigation to advance the AI logic.

Thanks man!


Hello, I've finally got the stupid script loaded into worldCrap and have been working with it the past two days. I had some questions maybe you could awnser for me, if you dont mind. How do you make the Ai build hackers after the internet center has been destoyed? I made it build the internet center fine but i can't find a way to build the stupid hackers. I made it (start building team hackers 1, 2, 3 ect.. after it builds a ITcenter , but no luck. Plus how did you get china to upgrade its emperor with a gattling gun i've got it so some of them build it but not all.

Thanks,
Madskillz

Msakdillz
04-05-2004, 06:53 PM
Yeah your right about the money part , so i have been making it so that they try to take over more supply zones to fuel the heavy cost in upgrades , plus so the enemy cant get that money that they will need to kill the crazy AI. This is my first scripting project in C$C generals ,but im a hard core VB programmer so this stuff comes relatively easy, Exept i dont under stand some small things in the AI script maybe you can clear up. Sure i can help yeah if yeah need it..

PS : THAnks for starting this POST or i would have never got the stupid script to load in WB. I've searched Everywhere for info on loading the script.

Thudo
04-05-2004, 10:54 PM
Damn man you'd be perfect! The IF and THEN logic would be bush-league to your overall understanding. I can most definitely fill ya in on the mechanics then you'd have a field day and assist me in getting this kick ass AI out even faster!

I've come along way from end of Jan when the scripts had to be re-indexed to be useful. So far I've been adding little goodies here and there - your knowledge of programming + yer initative would be most welcome! I could give ya as well as everyone a quick crash-course (with RVMECH assisting or filling in possible gaps) on SAGE scripting basics. Its easy and yet frustrating sometimes. There are some things I don't fully understand so thats where RVMECH may come in. About 85% of the scripts I got down pretty well.

Right now I'm into designing the faction's bases and tweaking how their built so they offer the most premium defense possible! I've recently allowed all 12 factions to allocate 2-6 teams of infantry to garrison nearby civilian buildings and not just relegate that feature to the China Infantry General. Its common practise to have some garrisoned civilian buildings as a buffer incase of attack. AI does it real well although each of the 12 factions do it in their own style.. :devil:

As mentioned, scripting the USA sides has been the most difficult - they have lots of little complexities and those bloody Airfields take up lots of good reestate I could use for other things.. :cool:

Btw.. what type of box ya have under da hood? You'll note my machine below. I run ZH in 1280x1024xMax Details + 4AA + 4AF and it runs real good except of course when the AI starts sending out swarms of tanks here and there! hehehe.. :devil: :devil: :irked: :shifty: :thoughtfu :D

I'd love to have ya on.. Let me know!




Yeah your right about the money part , so i have been making it so that they try to take over more supply zones to fuel the heavy cost in upgrades , plus so the enemy cant get that money that they will need to kill the crazy AI. This is my first scripting project in C$C generals ,but im a hard core VB programmer so this stuff comes relatively easy, Exept i dont under stand some small things in the AI script maybe you can clear up. Sure i can help yeah if yeah need it..

PS : THAnks for starting this POST or i would have never got the stupid script to load in WB. I've searched Everywhere for info on loading the script.

Msakdillz
04-06-2004, 12:43 AM
Consider me in man , i can also do any Web/flash graphics or logos ext for yeah, I do pretty nice work. I have my friends come over all the time and try to fight my AI and i observe so i can make the AI better. Im tweaking the tank general right now. My friend likes to take out the dozers and command centers with aurora's so im trying to make it so they build at least 2 by a certain time (using the "blah" counter thing , forget the name right of the top of my head). But it dosnt work, For some reason ?. Heres some more of my prob's real quick that you might know how to fix.

-multi SUPW's for Dif factions.
-Rebuild Priorty? Build this if explodes before this? or Quit building something to build somthing thats needed.

Fill me in on the details on what you want me to do.
And yes i agree to the need a high end machine because my other machine cant realy handle my new AI mid way in the game, i'm thinking i need to optmize mine more or something. Oh yeah Im allso in the works on an InI editor for the C$C zh ini files. I,ve made it so theres less hunting for functions and working on linking functions so if you click on a weapon function in the editor it will open up that ini and show you the function your refrencing. If you want to check it out some time tell me.

my PC.
-I got a p4 2.8
-asus p4c800 mobo
-Radeon 9800 pro
-soundblaster audigy 2 zs
-512ram
-antec Case / powersupply

Thudo
04-06-2004, 07:57 AM
Good to hear you've been working on your own incarnation of ZH's Skirmish AI. For the CHINA Tank General I use Emperor Swarms w/Gattling Upgrade, Helix Support w/Prop Tower Upgrades (and yes the Tank General does get an Airfield + MIGs for even more support) but generally Tank General is a Tank Masser bar none!

Counter 'ESCALATION' should work for you.. I think that's what you meant. Make sure its running properly under CHINA DETECTION and note all the aspects that increase escalation. It should work. I'm sure if I gave ya my Work-in-Progress you'd have a field-day with it although I have some things to do with it before I do.

My scripts also have factions building multiple superweapons (minimum 3) and they will within a minute rebuild destroyed buildings or quickly heal the Command Center! I kinda like that alot as it happens too many times that the original AI would leave the CommandCenter to rot and do nothing.

Leave me your email privately and I'll discuss what I am looking to do. The list ain't large like it used to. :D

Did you say you coded your own INI editor for ZH? Thats cool.. What INIs do you edit? I'm fully concentrating on the AIDATA.INI which is everything to me and is my bread and butter!

Btw.. yer system should be fine. There shouldn't be any real slow down unless there is something funky on yer system. Running latest Catalyst drivers? Overclocking anything - plan to? With that system you should get a decent 3dMark2003 score. If you can grab 3dMark2003, run the first 4 tests at their default settings, ensure yer DX9/main gfx settings are all set low, then try a test.

I'm also an IT guy/System Builder myself so I've seen systems high and low.

Thanks man!


Consider me in man , i can also do any Web/flash graphics or logos ext for yeah, I do pretty nice work. I have my friends come over all the time and try to fight my AI and i observe so i can make the AI better. Im tweaking the tank general right now. My friend likes to take out the dozers and command centers with aurora's so im trying to make it so they build at least 2 by a certain time (using the "blah" counter thing , forget the name right of the top of my head). But it dosnt work, For some reason ?. Heres some more of my prob's real quick that you might know how to fix.

-multi SUPW's for Dif factions.
-Rebuild Priorty? Build this if explodes before this? or Quit building something to build somthing thats needed.

Fill me in on the details on what you want me to do.
And yes i agree to the need a high end machine because my other machine cant realy handle my new AI mid way in the game, i'm thinking i need to optmize mine more or something. Oh yeah Im allso in the works on an InI editor for the C$C zh ini files. I,ve made it so theres less hunting for functions and working on linking functions so if you click on a weapon function in the editor it will open up that ini and show you the function your refrencing. If you want to check it out some time tell me.

my PC.
-I got a p4 2.8
-asus p4c800 mobo
-Radeon 9800 pro
-soundblaster audigy 2 zs
-512ram
-antec Case / powersupply

Msakdillz
04-06-2004, 06:10 PM
yeah the 'ESCALATION' , i was tierd last night :dead: . Ive been editing the ini's for a while . I just changed most of the factions so there are all a little more equal,even the standard factions. I didnt realy add any new vehicals. I changed allot but here is a few things i changed.

:china inf gen
'there prop towers/trucks deal damage to enemys in radious.
'china mine truck to plant mine fields (limit 2 )

:Reg USA
'battle dron upgrade deal more damage.

'Patriot has anti infintry weapon on it , + shoots a lil faster
'Tomahawk shoot delay is longer , but gets small fuel bomb explosion like supw_aurora.

:demolition gen

'scorpion,scud launcher starts at full upgrade level.
'stinger site has small explosions on impact.

:Stealth gen
' radar truck reveals map.

:SUPW gen

' Aurors Cost more.
'Helecopters get emp missles



Thats about it few other minor things but i basicaly put that off for a little bit and now editing the AI witch i'd would be more pleased with. I sent you my email. Im going to go take a closer look at the AIdata.ini. And download 3dMark2003 .

peace

DratsaB
04-06-2004, 09:45 PM
Thudo, you mentioned about a quick crash course in scripting. I think this would be a great Idea and would love it. There are so many things/ideas i have for maps but cant do them cause i dont know enough about scripting and what you can and cant do. Of course priority must go to your AI project, I am looking forward to that. ;^)

------------------------

just a side note, i would ask to please not edit any of the vehicles/buildings properties/damage/cost etc, I think this would be best if this mod just enhances the current AI and makes them not do all the stupid things they do at the moment. But thats just me...

Msakdillz
04-06-2004, 10:40 PM
Kick ash. I figured out why you cant make more then a certain count of buildings , the AIDATA.ini right. hehe . I added something to my ini editor to make the placement of buildings way way easier. I made a section where it will show you the base lay out and you can move the buildings around , plus the new ones you add. U want tell me. going back to scriptin hehe.

peace

Thudo
04-07-2004, 07:36 AM
I will.. I have an idea how to build help files (RoboHelp X5) or a fabulous Word Doc that will have everything everyone will need to consult as a reference. I'll need help from RVMECH to build it and it should valuable especially with LotR coming out (I'll be using the SAGE scripting logic as well).

As for editing building/vehicle/weapon attributes - TOTALLY AGREE! THis is not the scope of my Project because there is an awesome BALANCE MOD coming from Pro Players that should address Balance-related issues. My Project is AI Behaviour, Base design and layout, Unit Team configs, and Event Timings. I'm solely concentrated on an adaptive AI logic that can play ANY MAP out there so long as the map supports AI functionality.

I don't want to mess with specific weapon effectiveness.. this is an AI-mod only just for playing against under ZH rules. Let the Balance Mod change the way, say, the Alpha Aurora's secondary splash damage is applied.


Thudo, you mentioned about a quick crash course in scripting. I think this would be a great Idea and would love it. There are so many things/ideas i have for maps but cant do them cause i dont know enough about scripting and what you can and cant do. Of course priority must go to your AI project, I am looking forward to that. ;^)

------------------------

just a side note, i would ask to please not edit any of the vehicles/buildings properties/damage/cost etc, I think this would be best if this mod just enhances the current AI and makes them not do all the stupid things they do at the moment. But thats just me...




Re: Kick ash. I figured out why you cant make more then a certain count of buildings , the AIDATA.ini right. hehe . I added something to my ini editor to make the placement of buildings way way easier. I made a section where it will show you the base lay out and you can move the buildings around , plus the new ones you add. U want tell me. going back to scriptin hehe.
peace



I'm not understanding.. you mean you created an APP that can read the AIDATA.INI and can actually import say the following:

;Skirmish AI Build List
SkirmishBuildList America
Structure AmericaCommandCenter
Location = X:417.97 Y:374.42
Rebuilds = 0
Angle = -58.33
InitiallyBuilt = Yes
AutomaticallyBuild = No
END ;Structure AmericaCommandCenter
Structure AmericaWarFactory
Location = X:303.28 Y:191.90
Rebuilds = 0
Angle = -135.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaWarFactory
Structure AmericaBarracks
Location = X:178.05 Y:364.07
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaBarracks

And I'll show it on the screen as a base layout then allowing you to re-edit their positions to then be saved back in the above format? Dude.. If true, I NEED THAT!!! THATS THE HOLY GRAIL TO ME because WorldBuilder's BUILDLIST Tool cannot a) Import existing .ini b) even if it could it doesn't allow you to move buildings around UNLESS you are laying down a building for the first time in sequence.

Hell I can give you my base layouts and tell ya whats going on with each of them. Currently all USA and CHINA bases are done.. All 4 GLAs I'm still working on as I have some rather fun surprises for those! :devil: :devil:

Let me know ASAP. Damn.. Where were you 2.5 months ago when I first cracked the .scb !!! Yer the type of fella I've been waiting for!!! ;)



yeah the 'ESCALATION' , i was tierd last night :dead: . Ive been editing the ini's for a while . I just changed most of the factions so there are all a little more equal,even the standard factions. I didnt realy add any new vehicals. I changed allot but here is a few things i changed.

:china inf gen
'there prop towers/trucks deal damage to enemys in radious.
'china mine truck to plant mine fields (limit 2 )

:Reg USA
'battle dron upgrade deal more damage.

'Patriot has anti infintry weapon on it , + shoots a lil faster
'Tomahawk shoot delay is longer , but gets small fuel bomb explosion like supw_aurora.

:demolition gen

'scorpion,scud launcher starts at full upgrade level.
'stinger site has small explosions on impact.

:Stealth gen
' radar truck reveals map.

:SUPW gen

' Aurors Cost more.
'Helecopters get emp missles



Thats about it few other minor things but i basicaly put that off for a little bit and now editing the AI witch i'd would be more pleased with. I sent you my email. Im going to go take a closer look at the AIdata.ini. And download 3dMark2003 .

peace

Lets concentrate more on the AI scripts. Buildings/vehicle/Weapon attributes are more for a seperate mod. We all want a level playing field for now. There is a bitch'n BALANCE MOD coming forth from Pro Players (guys who are so good at Generals/ZH that they have seen all the BS in the game and understand the areas that need tweaking).

They will tweak such things as Alpha Aurora's splash damage to be minimized from secondary explosion or CHINA ECM Tank to be expensive or less effective in screwing enemy missiles up. I agree on both. Send 4-6 Overlords/Emperors and 2-4 ECM tanks + a few Gatts (good anti-Air/Infantry) and you own the battlefield! GLA RocketBuggies and USA Tommies are practically useless against this not to mention other homing-bases rocket systems!

Mithril
04-07-2004, 03:14 PM
Wow this would be INVALUABLE!

We need that tool! The build list in WB is a pain in the neck...

Msakdillz
04-07-2004, 04:25 PM
yeah i agree to what your saying about not editing the faction weapons and stuff with the ai , just sayin it was a side project. And yes i made an App that you can edit the layout of that script , nice huh hehe, Only thing i havent added so you can add buildings only move them around , but you can do that easy by manauly editing the INI files. Got a question.

If you add an extra command center placement in the ini file for a faction how to you get them to not start out with it , Ive changed the properties in the Struture part , but still no luck. And Can you set Defence start postions in the aidata ini, and why dosnt the tank general have an option to build an airfield ?

And about the editor im going to tweak something realy fast and all upload it so you can download it. All post the link here.

Msakdillz
04-07-2004, 06:37 PM
http://madgrafix.nstemp.net/projects/Projectedit.zip

Theres the link to the Editor , When it loads It will ask you to point it to the Directorys of the ini files . You have to add the sub directorys to because it will only add the inis in that folder you select. Youll see what i mean . tell me if you need any tweaks to the prog . I didnt upload the runtime files hoping you have them already any errors tell me and all upload the runtimes too,

peace

Thudo
04-07-2004, 07:14 PM
yeah i agree to what your saying about not editing the faction weapons and stuff with the ai , just sayin it was a side project. And yes i made an App that you can edit the layout of that script , nice huh hehe, Only thing i havent added so you can add buildings only move them around , but you can do that easy by manauly editing the INI files. Got a question.

If you add an extra command center placement in the ini file for a faction how to you get them to not start out with it , Ive changed the properties in the Struture part , but still no luck. And Can you set Defence start postions in the aidata ini, and why dosnt the tank general have an option to build an airfield ?

And about the editor im going to tweak something realy fast and all upload it so you can download it. All post the link here.


heheh.. Adding buildings is easy.. moving them around once yer done is the biggest pain so hearing what you've done is incredibly useful!

If you wanna give an AI another CommandCenter just script it so he Builds another CommandCenter after a certain point in the HARD BUILD CONDITIONS folder in the .scb. Mind you, a building is pre-built if this option in the AIDATA.INI is set: "InitiallyBuilt = Yes" as per this example:

Structure AmericaCommandCenter
Location = X:417.97 Y:374.42
Rebuilds = 0
Angle = -58.33
InitiallyBuilt = Yes
AutomaticallyBuild = No
END ;Structure AmericaCommandCenter

This tells this faction this building will be already pre-built when the game starts!

Yes you can tell where to place ANYTHING in the game including Defensive Structures. Its all in the Build List Tool!

In the AIDATA.INI it'll look like:

Structure AmericaPatriotBattery
Location = X:-49.03 Y:776.49
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaPatriotBattery

As for the Tank General not having an Airfield, EA decided NOT to have the AI build it, by default, as the Tank General is all about, well, tanks.. so thus no Airfield.. BUT.. he does have one and I've allowed him to build it and use MIGS and Helixes from it. I only allow him to build one as he is, after all, the Tank General! :D You can find the Tank's Generals Airfield under the Generic China Building list.. its there and it works.. EA did a sneaky job hiding it in another China factions' folder. Silly EA ! :wtf:

I'll try the editor out shortly. This could be an amazing saving grace!!! THANKS A BUNCH!

Msakdillz
04-07-2004, 07:57 PM
hehe , yeah i told the AI to build another command center after a certain point and they didnt listen , so i figured its because theres only one in the AIdata.ini file so i added another one like this.

Structure AmericaCommandCenter
Location = X:217.97 Y:374.42
Rebuilds = 0
Angle = -58.33
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaCommandCenter

And it now he starts out with two command centers. Im thinking for the command center no matter what the InitiallyBuilt options says he wil build at start.
the script has InitiallyBuilt = no as default and AutomaticallyBuild = Yes

Thudo
04-07-2004, 08:39 PM
hehe , yeah i told the AI to build another command center after a certain point and they didnt listen , so i figured its because theres only one in the AIdata.ini file so i added another one like this.

Structure AmericaCommandCenter
Location = X:217.97 Y:374.42
Rebuilds = 0
Angle = -58.33
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaCommandCenter

And it now he starts out with two command centers. Im thinking for the command center no matter what the InitiallyBuilt options says he wil build at start.
the script has InitiallyBuilt = no as default and AutomaticallyBuild = Yes

Hmm.. maybe tell it to build a second CommandCenter on the Front/Flank after X unit/building has been built. I understand what yer trying to accomplish: have the AI build multiple CCs incase one gets torched. hehe.. Myself, I never build a second CC.. it never gets to the point where I need to. :devil: :devil: :cool: :cool:

Btw.. Love the new app! Works like a charm! Took in my massive AIDATA.INI just fine and found all the changes I added to the USA/CHINA/GLA.

Some feature requests:

o Ability to choose a different <dir> on a different drive.

o Ability to edit/move buildings without the need to click on the building in the drop down menu to select it first.

o Option to show the coordinates of the buildings being moved.

o Option to rotate building and record its angle.

o Option to add a name to a building.. example:

Structure AmericaFireBase
Name = AmericaFireBase1
Location = X:828.43 Y:372.34
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure AmericaFireBase

Note the "Name = " line..

o Chart showing building types instead of all white blocks:

Red = CommandCenter
Blue = Power Plants
Yellow = Production buildings (Airfield, Barracks, Warfactory)
Orange = Incoming gathering buildings (DropZone, Internet Center, BlackMarkets)
White = (Strategy, Propaganda Centers, Palace, etc..)
Green = Superweapons
Black/Grey = Base defenses

But wow! Amazing first start! Yer the right person AT THE RIGHT time for this bud! Fabulous! A programmer/coder like yourself is always essential when the Dev tools from the native game are lacking.

Msakdillz
04-07-2004, 08:51 PM
yeah i have noted some of those requests my self , im workin on it now. Im trying to get the rotating down and the building widths , you know if there is an ini that has all the building widths in it? Hey whats you msn name ? I'd like too look at you aidata file.

Thudo
04-07-2004, 09:04 PM
yeah i have noted some of those requests my self , im workin on it now. Im trying to get the rotating down and the building widths , you know if there is an ini that has all the building widths in it? Hey whats you msn name ? I'd like too look at you aidata file.

One more request:

o When saving the AIDATA.INI I noticed under the "Location =" sometimes the line has an anomaly like "Location=X:..." where the "=" and "X:" letters are too close to each other OR sometimes it puts a "(4X)" in the same area.

Doesn't happen often out of the huge faction BuildList (I did this with USA Superweapon General).. maybe 8 buildings were effected with this anomaly.

I can look into the building widths - it may/may not be in the INIs somewhere or a w3d..

I'll send ya an email.. my AIDATA.INI is massive but its pretty much complete except for the GLA (still tweaking building placements). heheh..

Msakdillz
04-07-2004, 09:28 PM
humm ok all see what i can do about that ( are you say its triming off a space)
the line look like so?
Location =X:828.43 Y:372.34
All study my code see if i can re write the "writing process"
brb

Thudo
04-07-2004, 09:31 PM
I believe it is the FactionBuilding.INI located in the INIZH.big file in the main <Generals Zero Hour> folder. Folder is DATA/INI/OBJECT.. There is also a CivilianBuilding.Ini with the same info.

The lines I believe you are interested in are:

GeometryMajorRadius = x
GeometryMinorRadius = x
GeometryHeight = x

humm ok all see what i can do about that ( are you say its triming off a space)
the line look like so?
Location =X:828.43 Y:372.34
All study my code see if i can re write the "writing process"
brb

Line should look like:

Location = X:648.27 Y:293.64

as example..

Msakdillz
04-07-2004, 09:40 PM
witch struture locations in your INI did it mess up

or what did the line look like before and after?

:\ and i was hopeing those lines in geometrey ect werent the only source , because loading all the widths would be very troublesome.

Thudo
04-07-2004, 09:46 PM
witch struture locations in your INI did it mess up

or what did the line look like before and after?

:\ and i was hopeing those lines in geometrey ect werent the only source , because loading all the widths would be very troublesome.

Most BaseDefenses (Firebase/Patriot).. Most of the lines looked like "Location=X:..." whereas the "(4x)" happened for no specific reason.

I'll have to ask the higher ups where the Building Widths/Heights are kept. It does look at present in the FactionBuildings.ini but it could be elsewhere.

Msakdillz
04-07-2004, 10:55 PM
I think its the negative numbers messing it up..

I think i fixed that , now im working on the colors , do you think you convert your things placed into the negative into postive?

got the color scheme done.

Mithril
04-08-2004, 02:12 AM
Thudo, we need this kind of guy in the SDI ! (its basically a community aimed at teaching people AI scripting, and improving SAGE AI's..)

Oh, err.. Msakdillz can I put your program up at the SDI (Scripting Development Initiative) site once its up? (with proper crediting, obviously)

Thudo
04-08-2004, 10:11 AM
I think its the negative numbers messing it up..

I think i fixed that , now im working on the colors , do you think you convert your things placed into the negative into postive?

got the color scheme done.

As far as I can see a NEGATIVE number is required if you want your buildings to face downward. Postive numbers face upwards (see attached jpg file)!

All lines Point inward as noted by 0 and 180 degrees. So 0 Degrees will have the building's front face to the right and -90 degrees will have the building face looking down!

Hope this helps. Its all about degrees! Hmm.. I wonder if up to 359 degrees will translate to -1 degree ? Could try to see if the game accepts it.

Btw.. EXCELLENT work! Yer app will save me and likely many modders many hours of tweaking AI base design. My AI will more or less benefit the most due to the fact lots of behavioural scripts will fire off due to base design.

Thudo, we need this kind of guy in the SDI ! (its basically a community aimed at teaching people AI scripting, and improving SAGE AI's..)

Oh, err.. Msakdillz can I put your program up at the SDI (Scripting Development Initiative) site once its up? (with proper crediting, obviously)


heheh.. Took the words outta my mouth bud! I was going to invite him as we're all of the same mind. This is just getting better and better! Amazing how all this talent comes together so fast where back when I started the project it was just a solo effort. Now we pool it all together to benefit the larger C&C community. Superb!

Global Village of Like-Minded Script Writers! :cool: :cool: :cool:

Msakdillz
04-08-2004, 03:58 PM
not on the rotation ,but on the placement of the buildings(the negative number).. I think i fixed it though. Yeah all be a part of SDI. You can also add my program to your site once i get some bugs out and once i label everything so people know what does what in the program, All get it ready to distibute by tonight..

Link = http://www.madgrafix.net/projects/projectedit.zip
thats the update

That thumb nail helps with the rotation though , thanks :)

Mithril
04-08-2004, 04:32 PM
not on the rotation ,but on the placement of the buildings(the negative number).. I think i fixed it though. Yeah all be a part of SDI. You can also add my program to your site once i get some bugs out and once i label everything so people know what does what in the program, All get it ready to distibute by tonight..

Link = http://www.madgrafix.net/projects/projectedit.zip
thats the update

That thumb nail helps with the rotation though , thanks :)

Great! This ( http://forums.origin-network.net/index.php?showforum=163) is the link to the SDI public forum - if you want to join the project, please send me a PM on origin! ;)

DratsaB
04-26-2004, 10:34 PM
I have found another bug, like the USA MD using over powered missile attack, that you might be able to remove.

I noticed that after you have taken out an AI general's Command Center they can still use their generals promtion weapons. I dont know if this applies to all of the generals or just some. I have definetly seen the USA factions send a Fuel Air Bomb / A10 Strike long after i had destroyed their CC. :wtf:

You may already know about this, but i just thought id mention it..

DratsaB

Thudo
04-26-2004, 11:39 PM
I have found another bug, like the USA MD using over powered missile attack, that you might be able to remove.

I noticed that after you have taken out an AI general's Command Center they can still use their generals promtion weapons. I dont know if this applies to all of the generals or just some. I have definetly seen the USA factions send a Fuel Air Bomb / A10 Strike long after i had destroyed their CC. :wtf:

You may already know about this, but i just thought id mention it..

DratsaB

I can look into that.. I can't say I've ever seen that and plus by the time you've destroyed his CC its gameover anyway why not give the poor AI bastard a little helper eh? :| :rockbrow: :thoughtfu :dizzy: J_t :D

Mithril
04-27-2004, 03:10 AM
Nah better not - we could help him all the way and we'll die immediately. Better put some flag to true when its destroyed and set it in the superweapon's AI script. Damn who am I saying this to I'd better go now.. cya

Thudo
04-27-2004, 07:42 AM
Nah better not - we could help him all the way and we'll die immediately. Better put some flag to true when its destroyed and set it in the superweapon's AI script. Damn who am I saying this to I'd better go now.. cya

Well.. I've never experienced this myself in the hundreds of Skirmish-only games + its yet another INI to add. I have to be real careful adding all these INIs all over the place. The more complication a mod is, the more its likely to break on the user and badly. This problem is low priority at present.

spyVspy
04-27-2004, 12:05 PM
I have seen the USA AI in particular use its generals abilities without a command center. Actually its more important that they rebuild the CC so they can build new dozers, and stay alive longer. In any case the AI always sees the whole map and where you have your units concentrated, just killing its CC will never be as effective like it is against a human player anyway.

One thing I liked in RVMECH's AHAI was the GLA building expansions at supply docks. They built arms dealers. black markets, as well as base defenses, so they could keep building units even after you trashed the main base. Made them harder to stomp out, and gave you more targets late game for you hard-earned arsenal. :evil:

Thudo
04-27-2004, 02:35 PM
I have seen the USA AI in particular use its generals abilities without a command center. Actually its more important that they rebuild the CC so they can build new dozers, and stay alive longer. In any case the AI always sees the whole map and where you have your units concentrated, just killing its CC will never be as effective like it is against a human player anyway.

One thing I liked in RVMECH's AHAI was the GLA building expansions at supply docks. They built arms dealers. black markets, as well as base defenses, so they could keep building units even after you trashed the main base. Made them harder to stomp out, and gave you more targets late game for you hard-earned arsenal. :evil:

Yep.. and that is deadly easy to implement too kuzz notice in ZH the AI builds Base Defenses on expansion supply docks. So its simple to have all 12 factions build WarFactories, Barracks, etc etc.. You want me to that? I was thinking about it but I don't want the AI to have this massive spawn over the map. Maybe I'll try it and make it creative looking for each of the 12 factions and see if its wayy too much?! Doing that the AI will really spawn like rabbits! ;)

As for the CC being rebuilt after being destroyed.. provided the AI has a dozer left over then YES thats already in my AI. Hell.. maybe on certain factions I can make the AI build a CC off an Expansion?! :D Now that would be weird.

spyVspy
04-27-2004, 03:18 PM
The GLA stealth faction would make especially good use of expansion bases; camo-netting would make them difficult to discover. You would have to crawl over every supply dock with stealth detection units.

To me they are the weakest AI faction because of the lack of raw firepower, and could use some clever new strategies.

Thudo
04-27-2004, 03:25 PM
The GLA stealth faction would make especially good use of expansion bases; camo-netting would make them difficult to discover. You would have to crawl over every supply dock with stealth detection units.

To me they are the weakest AI faction because of the lack of raw firepower, and could use some clever new strategies.

***** man thats an awesome idea! The buildings would be all stealthed! Hmm.. let me try that.. Damn.. thanks!

See.. this is the way communities should operate with devs! <sigh>

Still.. its such a shame that EA didn't fix the Stealth General's FAKE BUILDINGS being Camo-Upgradeable! :mad: Yep.. *****ty eh? Ya have to upgrade them to REAL buildings first to then upgrade them to Camo! BAHHH!! No point in him having fake buildings as it would reveal some of his base. Bah! I gave Fake Buildings to the Generic GLA General kuzz he can use them pretty well while Demo and Toxin Generals already have some nasty surprises! heheh

DratsaB
05-08-2004, 08:34 PM
hey....

just wondering what the progress is...?

How long ya reckon a release will be. I think im starting to get bored of Zerohour..... :(

DratsaB

Blue Aurora
05-09-2004, 09:04 AM
This doesn't happen on my PC.

Thudo
05-09-2004, 10:42 AM
hey....

just wondering what the progress is...?

How long ya reckon a release will be. I think im starting to get bored of Zerohour..... :(

DratsaB

About 75% complete then you and some Pro Players will get a good ass-whopp'n playing against it! :devil: :devil:

Btw.. Just had my Stag last night so having lots of :beer: :beer: :beer: which led to :color1: :color2: :color3: :moonie: :moonie: then :drunk: :drunk: which caused :dizzy: then :drool: and finally :sleep: :sleep: :sleep:

Heheh.. gawd.. Wore a Hawaiian shirt, a diaper signed with all the names of the instigators of this crime, and a kilt! PLus I wore Sandles in 10c weather! heeh.. I must say I didn't last to the second bar after the first. Had tonnes of mixed drinks so obviously thats a recipe for disaster! Feel under the weather at present. J_t

Mithril
05-09-2004, 01:16 PM
75% !!! Holy Asparagus I'd better continue the bomb truck experiments!!

Thudo
05-09-2004, 02:05 PM
75% !!! Holy Asparagus I'd better continue the bomb truck experiments!!

Thanks man! Very appreciated! Bomb Truck disguising is VERY important. Keep up the good work!

pinbag
09-01-2004, 09:46 AM
hi maybe i should not post it here :) but ill do it annyway
im searching how you make a repulsor
just like in the chinees mission where you have to destroy the statues where you can send of a bomber and he misses with the last statue
because of the repulsor tric
i founded a waypoint named like this???
not tested it but i think i takes scripting to i have been searching around nd no luck for a script :rockbrow:
is it possible to implend it to a mutliplayer map ???? :redface:

greets pinbag

Geordy
09-18-2004, 09:30 AM
What happened to Thudo and his AI project? :squint:

Mithril
09-18-2004, 10:40 AM
No clue. He said something about finalizing it a while back or merging with Lion's or Akkrand's, but the revora network (and thus the SDI) is down and anything else is speculation..

Geordy
09-18-2004, 11:10 AM
Well there was this marriage in mid may - maybe that made him stop developing? (although i found post of him dated in June at the official EA Zero Hour forums)

Would be a pity for your great work so far, Thud! Maybe you could post your result here so that we could check it out?

Thudo
09-19-2004, 04:50 PM
Hi all!

Actually work is still going on in the background although slower than back in the golden days of Late Jan-April. Admittedly, I am working with both Lion and Arkkand on their AIs as a backdrop as they have more a focus on advanced AI behaviour whereas I'm more for asthetics and design (ie. Unit/Building Cameo cleanup).

I'm hoping the official SDI forums go back up so we can proceed further in our work. My AI is done sofar as the USA sides are finished while all CHina/GLA have had their base designed all fleshed out but now seeing the work both Lion and Arkkand have accomplished I would prefer to merge all my work into theirs. My AI does preform real well but their's is more dynamic. I could recode mine - been thinking that. :rockbrow:

I am hoping our AIs work for all 12 factions. Logisically, its been a lot of work as 12 sides to balance, tweak, and playtest is a real challenge. Each of the 12 have their own personalities and strats so imagine trying to code AI scripts to suit each one? Not easy.

Still.. I have faith the beta will be far greater than anything you've all seen and justify the wait and mountain of patience shown by you all!

I'm always around.. just luring a little more than before. :cool:

spyVspy
09-19-2004, 08:36 PM
Good to see you back and still at it Thudo, guess it was a long honeymoon for you.

Geordy
09-20-2004, 04:30 AM
So is there a chance to read about Arkkands and Lions work so far? Is there anything I can do to help you guys out to speed up the process?

Thudo
09-22-2004, 04:20 PM
So is there a chance to read about Arkkands and Lions work so far? Is there anything I can do to help you guys out to speed up the process?

Afternoon Gordy!

Lion's work is here: http://www.cncgeneralsworld.com/forums/forum.asp?FORUM_ID=35
Akkrand's work web site is down. Hrrmm..

Btw.. what do you bring to the Zero Hour AI scripts? Are you a scripter or have general/intermediate interest in the endeavour? Toodles..

Suicider
12-20-2004, 12:00 PM
Maybe you could may the bomb trucks disguse as thier own units because a non controllable-you-unit is a dead give away, that is if you spot it. PLayers woulbe be less likely to shoot, a radar van(digusied) than a normal tank.

Genesis_HellRaiseR
03-21-2005, 03:06 PM
hi maybe i should not post it here :) but ill do it annyway
im searching how you make a repulsor
just like in the chinees mission where you have to destroy the statues where you can send of a bomber and he misses with the last statue
because of the repulsor tric
i founded a waypoint named like this???
not tested it but i think i takes scripting to i have been searching around nd no luck for a script :rockbrow:
is it possible to implend it to a mutliplayer map ???? :redface:

greets pinbag

just make a new thead with the same question
and it will soon be answered;)

Thudo
03-21-2005, 05:31 PM
just make a new thead with the same question
and it will soon be answered;)

Wow.. resurrected such a dead thread! I feel old being back here and seeing it popup in my auto-email notification. Most of us script writers have move on to War40k: Dawn of War (I just released v1.0 of our advanced Skirmish AI which is right now making major in-roads for the game) and also now getting into (maybe) Act of War (the 'supposed' Generals/ZH killer).

The "aforementioned" Generals/ZH was great until those c*cks at EA royalled F**ed the whole community. Since their WorldBuilder is worse than utter shiet it made modding a royal arse-pain + it was next to impossible to code Skirmish AI across different mods (whereas in Dawn of War its incredible simple and effective).

SO.. hope someone answers yer inquiries.. Generals/ZH is just dead now since EA decided such. A**holes to the bitter end what they did.

Fleetatks
01-13-2006, 09:09 AM
i just read through the whole thread :dizzy: but were is the finished AI mod? is it out? i would like it if it's completed :)

edit-i just went to ebsite from page before nvm

nick55555
04-06-2006, 04:24 PM
Hi all. can anyone please help me? i hope i am asking this in the correct forum, sorry if i'm not.

i have designed a map on worldbuilder and i also designed a GLA Toxin computer controlled player which i called "DrThrax" (not a skirmish AI). I want it to be enemies with everyone.
I have made a script that says:

*** IF ***
True.
*** THEN ***
Player 'DrThrax' considers Player '<Local Player>' to be Enemy

It works when I play the map in skirmish mode because it attacks me but when I play it online, the game mismatches when someone travels towards Dr Thrax's team. Does anyone know why this happens and how to fix it??

Thanks http://forums.cncnz.com/images/smiles/icon_biggrin.gif

Commando
05-03-2006, 07:49 AM
trying to find some way of getting the sound test function working in worldbuilder ........
as i am sick of using the map i made to test sounds.......
having to change scripts all the time to listen to different sounds.......
i know worldbuilder beta version not all funtions work......
but is there a fix for it to get the test sound option WORKING IN WORLDBUILDER? :chin:

#####FIGURED IT OUT THANKS#####

KojaK
05-03-2006, 02:39 PM
Dear god, Create a new thread!!!

Hi all. can anyone please help me? i hope i am asking this in the correct forum, sorry if i'm not.

i have designed a map on worldbuilder and i also designed a GLA Toxin computer controlled player which i called "DrThrax" (not a skirmish AI). I want it to be enemies with everyone.
I have made a script that says:

*** IF ***
True.
*** THEN ***
Player 'DrThrax' considers Player '<Local Player>' to be Enemy

It works when I play the map in skirmish mode because it attacks me but when I play it online, the game mismatches when someone travels towards Dr Thrax's team. Does anyone know why this happens and how to fix it??

Thanks http://forums.cncnz.com/images/smiles/icon_biggrin.gif
haha
now we are even

fiddle with the scripts, maybe you have to create 9 different scritps...

Commando
05-14-2006, 12:24 AM
plz come to Commando's (ZH) room need help with helpme.zip map
also fetured regulary played ONLINE compstomps........

Jamie_06
07-31-2006, 01:27 PM
would love to make a mission aswell;

u play as laser gen and ur against a nuke and toxing

problems!!!!!!;

1) cant get the AI to build units out of war fac!!

2) cant suss out da timers, like after 2mins activate script 1 or so...

3) cant make a scrpt to repeat a script

4) make AI use there sw on me

5) cant make hackers hack!!
i dont , if true team haker enter building internetc. nope they just stand there

then i tried 100% of team hakers use ability china_hacker, internethack, nope still stand there.

if i knew how to do this then da mission would be amazing and i could maybe post it here if y'all want, but not till its finished

KojaK
08-12-2006, 11:45 PM
as i have said before, this thread is for the updating and creation of the advanced ai...

have you added the skirmish players?

KingmanRoss
06-18-2008, 08:45 PM
Where can I find maps for Shockwave mod .95 ????Any new maps anywhere??? For Skirmish that is. PS: hope this is the right place,first time here.