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Mission File Discussion


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Posted

Yes I actually did review your excel, I forgot I had it ;D. Im just having trouble with some variables and understanding the codes a little bit, but I was fooling around with the conditions, and was able to uncover some things.

With the AI, Im not 100% on it. I found some things that altered their gameplay.

In the beginning of each AI section you will notice the side (i.e 02:ordos), AI activation (00-non active 01-active) the after FF, youll notice 01 after 2 bytes. When I was fooling around with these I notice that when switching the first two 00's before it enables Skirmish AI.

There is alot more that I fooled around with, Id rather type up a text doc. and send it too you, if you'd like. And thanks again for the excel doc, Im gonna try and work with it. I just wanna know, how do you make a trigger repeat? (i.e mercenaries receiving reinforcements via starport in o7,8 and 9)?

EDIT

NEVERMIND:

Ive located it. At the end of the condition i placed 00 03 00 03 this repeats the trigger.  Thanks to your excel doc!!

Thats one thing out of the way :)

even if I do this the AI still doesnt buildbase only units :(

Posted

read the whole topic and try what it says, I have seen it work myself.

lol I read it for 10 whole mins and I know which offsets he is talking about but whatever I try the AI is still not building bases :( only units

Posted

lol I read it for 10 whole mins and I know which offsets he is talking about but whatever I try the AI is still not building bases :( only units

Again, it worked fine for me, so read through the whole topic, not just his posts.

  • 1 month later...
Posted

Found a new event code for spawning units (so not a carryal reinforcement but units that are spawned at start.) I've also figured out how to specify the exact units that are spawned (and in reinforcements). For example I wanted to spawn 16 different units and this is the result:

Xq2Qb.png

More updates soon.

Posted

Does anyone have any ideas on what is contained in the AI code? From what I'm being told it must contain the build order for each AI player.

Posted

Discovered what event index 4 does xD. When this event is activated it causes all AI units to attack you. For example in A2V1, when you destroy the Hark base, all Hark units that are left will attack your base. I changed the conditions for this event to be true as soon as the game starts, and then just as it should, all the Hark units on the map come straight to attack me.

qv0Uy.png

Posted

Good job, keep up with good work ! :)

i hope that there will be a tutorial or something that would show us how to use, it looks a bit complicated (i mean the conditions/triggers)

and btw when will it be ready? xD

Posted

Discovered what event index 4 does xD. When this event is activated it causes all AI units to attack you. For example in A2V1, when you destroy the Hark base, all Hark units that are left will attack your base. I changed the conditions for this event to be true as soon as the game starts, and then just as it should, all the Hark units on the map come straight to attack me.

qv0Uy.png

Clever bastards!

Posted

3uJp4.png

The interval condition was pretty simple to work out, interval is a tick count (so multiply by 60 (Hz) to encode or divide by 60 to decode) oddly this is stored twice, after that is an interval count which controls how many times the interval is carried out. In the picture above I changed the first reinforcement in O1V1 from being 50 seconds in to 5 seconds in and told it to run 5 times rather than once.

Posted

Looks like there is a dummy condition (condition code 9) which sole purpose is to be enabled and disabled by events as a simple boolean pseudo variable as well as a condition enabling/disabling event (event code 19)

An example use for these is with harvester replacement, when your harvester exists a dummy condition is enabled. When you don't have a harvester but this condition is true it knows that you've lost a harvester and dispatches a new one, it also disables the dummy condition. This means that event is not being constantly fired until a harvester arrives. Once the harvester arrives as previously mentioned a harvester now exists so the dummy condition is reenabled. If you can get your head around what I said you shouldn't find mission condition/event editing too hard :)

Posted

When DaxxXyrax found the time limits in the mission files, he added a note not to edit the two bytes in front of them as they could crash the game. Finally found out what they are, the first (at 0x10728) is the event count and the second (at 0x10729) is the condition count. This is very important as I was trying to add a condition to a mission and couldn't until I also increased the condition count.

Posted

Max number of units delivered by one carryal is 25 (e.g. 25 infantry from one carryal)

sRqkd.png

Not that you would want that many delivered, its very slow to do it through 1 carryall.

Posted

Not that you would want that many delivered, its very slow to do it through 1 carryall.

Depends on the mission requirements :)

Posted

Objective: Escort the dangerously over stuffed carryal of missile tanks.

Well it is technically possible, you could have say 5 minutes before the carryal delivery and have to take out enemy rocket turrets. If you built enough rocket turrets you could guarantee that the carryal wouldn't get past them.

Posted

Well it is technically possible, you could have say 5 minutes before the carryal delivery and have to take out enemy rocket turrets. If you built enough rocket turrets you could guarantee that the carryal wouldn't get past them.

Except they are invulnerable until they make the delivery.

Posted

As far as I know, the carryalls that make harvester or reinforcement delivery are NOT destructible at all. For example one carryall delivered me a harvester and while it was leaving the map, many enemy rocket tanks and turrets shot at it but it was not destroyed.

And I'd like to ask when the mis file editor will be done, respectively what all still remains for the research (how many events or conditions). I think researching AI is not very important now and the editor can be released just after all (important) events and conditions are done.

Anyway very nice work so far, it's very interesting to see you research. Good luck.

Posted

The conditions and events are just about done, there's still a couple of unknowns but they can be tackled in a future release, really it's just a case of writing the actual editor now which shouldn't take long. I'm a bit busy at the moment as I'm bringing a Facebook game to release, but hopefully I'll get round to it soon. I'm not planning on having AI editing in this release.

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