View Full Version : Editing the AI
StormShadow
04-25-2008, 06:19 AM
I am trying to create a new AI file. I don't want to edit the old one becuase it looks confusing, more like a mess. Can I make a new list with new ID and delete the old one? EX:
OLD ONE: NEW ONE:
[TaskForces] [Taskforces]
0=05C60C4C-G 0=ALLK1001-G
1=0D082CFC-G 1=ALLK1001-G
2=0CE4C92C-G 2=ALLK1002-G
3=0617A3DC-G 3=ALLK1003-G
The scripttypes would start off at ALLS1000-G
The TeamTypes would start off at ALLT1000-G
The AITriggerTypes would start off at ALLA1000-G
Side 2 scripts would have SOV as beginning & my third side would begin with GOV
Dracaveli
04-26-2008, 04:51 AM
As far as I know, the numbering doesnt mean anything...I usually go 00000001...etc
Making a new AI.ini file is easier said then done, however if you search the various sites related to Modding Yuri/RA2 you will fine a few good tricks and schemes that you can do with a "newly created" AI.ini file as oppose to just adding triggers to the existing AI.ini
http://forums.renegadeprojects.com/showthread.php?tid=938&page=1
I don't know your familiarity with Yuri/RA2 modding, but there's the link to Dcoder's "factoids" about the game and sheds light on how the AI functions and its various tags.
StormShadow
05-03-2008, 04:39 AM
Ok, this might be a stupid question (sure someone will have something to say about this) I made an AI file, gave to my brother & he says that when he tries to open it with DCoder's Editor it gives a list out of bounds error. Now I only created 1 side so far in the AI, he was going to use this to copy the rest so that all 3 sides kind of have the same stuff but using different taskforces I set up. The rules have all 3 sides created & in the list. Any clue???
Dracaveli
05-03-2008, 04:32 PM
Could be caused by a missing
[Digest]
1=pciAS/TnHWXQNmZa4GbC9emvP3M=
I'm not sure if that particular number is universal for everyone's AI file..but when you remove (or fail to include) the [Digest] part itself, Dcoder's program will display "out of bounds" when you load the AI file.
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