Feda Posted August 19, 2011 Share Posted August 19, 2011 AI segments are all the AI for that particular house. If you copy from one house to another, they will have identical AI.So, let's say that smugglers have "unassigned" AI. I copy the Atreides Ai to smugglers. They will be active, because the Atreides was active? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 So, let's say that smugglers have "unassigned" AI. I copy the Atreides Ai to smugglers. They will be active, because the Atreides was active?Yep, although obviously that would only really work if in the mission the player was either Harkonnen or Ordos. But if you added a house in a mission, you would have to import AI onto it otherwise the units would just sit there doing nothing. Quote Link to comment Share on other sites More sharing options...
NodFan Posted August 19, 2011 Share Posted August 19, 2011 You're very welcome. Some more cool things to try:* Do a unit spawn of a death hand, it'll fly off and hit the centre of the map. If you use a timer with the remainder operator (%) you can spawn a deathhand every specified number of ticks, setting it to say 50 will result in it being impossible to move a unit to the centre of the screen and live.* Do a reinforcement of a death hand, the carryal will drop the death hand at the destination like a bomb. * Set a unit spawn of a frigate linked to an interval condition that has an interval of 30 and a run count of 8, you'll get 8 frigates circling a point.done it was fun Quote Link to comment Share on other sites More sharing options...
Feda Posted August 19, 2011 Share Posted August 19, 2011 Yep, although obviously that would only really work if in the mission the player was either Harkonnen or Ordos. But if you added a house in a mission, you would have to import AI onto it otherwise the units would just sit there doing nothing.Ok understood, but about building index.. What I wrote above.. Can you tell me how to use that condition (BuildingExists, i mean it's values) Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 I'm not too sure about the values, I only know a couple:Atreides2 Construction Yard12 Windtrap22 Refinery40 SiloAll the indexes are house specific I believe, so those indexes won't work for say Smugglers. I imagine if the smugglers stole the Atreides building it would still use the atreides index though. Quote Link to comment Share on other sites More sharing options...
Feda Posted August 19, 2011 Share Posted August 19, 2011 I'm not too sure about the values, I only know a couple:Atreides2 Construction Yard12 Windtrap22 Refinery40 SiloAll the indexes are house specific I believe, so those indexes won't work for say Smugglers. I imagine if the smugglers stole the Atreides building it would still use the atreides index though.How can we find these values? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 How can we find these values?Well plenty of missions currently use them, so you could figure out what the existing values are. Other than that just trial and error, unless the indexes align to TibEd (not looked at it) I don't really know of a better way. Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 Ok, just looked at TibEd for the first time. The Unit indexes match exactly, and from what I can tell the building indexes also match (aside from an offset of 1), I'll write up a list and then include it as a dropdown box (like the unit type) in version 0.3 Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 Ok, in the meantime this list of building indexes appears to be correct. Let me know if it isn't:0: Atreides Construction Yard1: Harkonnen Construction Yard2: Ordos Construction Yard3: Imperial Construction Yard4: Atreides Concrete5: Harkonnen Concrete6: Ordos Concrete7: Atreides Test Concrete8: Harkonnen Test Concrete9: Ordos Test Concrete10: Atreides Wind Trap11: Harkonnen Wind Trap12: Ordos Wind Trap13: Atreides Barracks14: Harkonnen Barracks15: Ordos Barracks16: Fremen Barracks17: Atreides Wall18: Harkonnen Wall19: Ordos Wall20: Atreides Refinery21: Harkonnen Refinery22: Ordos Refinery23: Atreides Medium Gun Turret24: Harkonnen Medium Gun Turret25: Ordos Medium Gun Turret26: Atreides Outpost27: Harkonnen Outpost28: Ordos Outpost29: Atreides Large Gun Turret30: Harkonnen Large Gun Turret31: Ordos Large Gun Turret32: Atreides High Tech Factory33: Harkonnen High Tech Factory34: Ordos High Tech Factory35: Atreides Light Factory36: Harkonnen Light Factory37: Ordos Light Factory38: Atreides Silo39: Harkonnen Silo40: Ordos Silo41: Atreides Heavy Factory42: Harkonnen Heavy Factory43: Ordos Heavy Factory44: Mercenary Heavy Factory45: Imperial Heavy Factory46: Atreides Star Port47: Harkonnen Star Port48: Ordos Star Port49: Smuggler Star Port50: Atreides Repair Pad51: Harkonnen Repair Pad52: Ordos Repair Pad53: Atreides Research Centre54: Harkonnen Research Centre55: Ordos Research Centre56: Atreides Palace57: Harkonnen Palace58: Ordos Palace59: Imperial Palace60: Special Harkonnen Outpost61: Special Ordos Outpost Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted August 19, 2011 Share Posted August 19, 2011 This is really really cool! Thank you very much for this tool! :)Very small crit: sometimes when scrolling to the sides the screen does not update good, I get repeated tiles.... Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 This is really really cool! Thank you very much for this tool! :)Very small crit: sometimes when scrolling to the sides the screen does not update good, I get repeated tiles....Er, I take it this is meant to be a comment to either the map editor or the tile set editor? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 19, 2011 Author Share Posted August 19, 2011 Released 0.3 now, preset building indexes now completely supported for BuildingExists condition making it trivial to edit this condition (used numbers before). Also fixed a couple of minor crashes. Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted August 20, 2011 Share Posted August 20, 2011 Sorry, wrong topic indeed... :) Quote Link to comment Share on other sites More sharing options...
Feda Posted August 20, 2011 Share Posted August 20, 2011 Great job MVI. :) Very good improvement. But what does the event "beserk" do? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 20, 2011 Author Share Posted August 20, 2011 Beserk means that all units suddenly rush and attack you. In the multiplayer when you're playing an AI player and they decide to sell their base all their units suddenly attack you. This is the same effect. Quote Link to comment Share on other sites More sharing options...
Feda Posted August 20, 2011 Share Posted August 20, 2011 Beserk means that all units suddenly rush and attack you. In the multiplayer when you're playing an AI player and they decide to sell their base all their units suddenly attack you. This is the same effect.So all the units attack IF there are no "factories"? So if they can't produce units, like in practice, right? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 20, 2011 Author Share Posted August 20, 2011 No they attack no matter what when Beserk is triggered in campaign. Quote Link to comment Share on other sites More sharing options...
Feda Posted August 20, 2011 Share Posted August 20, 2011 I have one more question. This one is somehow.. weird xD but: If I make an Imperial base like the mercenaries' from O7V1 (i mean starport and 2 wind traps) and I put the starport delivery events, the AI wait until he has a very big army and attacks with that, being too powerful and destroying too easy my enemies. How can I set him to attack with fewer units, like the mercenaries do in O7V1? You can notice that the mercenaries attack with a little army and very frequent. My emperor attacks with huge army and rarely, and I want to change that! Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted August 20, 2011 Share Posted August 20, 2011 I have one more question. This one is somehow.. weird xD but: If I make an Imperial base like the mercenaries' from O7V1 (i mean starport and 2 wind traps) and I put the starport delivery events, the AI wait until he has a very big army and attacks with that, being too powerful and destroying too easy my enemies. How can I set him to attack with fewer units, like the mercenaries do in O7V1? You can notice that the mercenaries attack with a little army and very frequent. My emperor attacks with huge army and rarely, and I want to change that!Use the merc AI from O9v1, or use the emperor AI from 09V1. Quote Link to comment Share on other sites More sharing options...
Feda Posted August 21, 2011 Share Posted August 21, 2011 I noticed that for example in O9V1 harkonnen receive Carryal reinforcements (about 3 trikes) and after they're deployed they attack. I created reinforcements for AI but they don't attack, they just sit there and don't move. Is there an event to make them to attack like in O9V1 and many other missions? I think that all the Ai reinforcements from the original campaign missions have this "script" to attack after they're deployed. Quote Link to comment Share on other sites More sharing options...
Feda Posted August 21, 2011 Share Posted August 21, 2011 and about the imperial attacks, using the merc's and emperor's AI from O9V1 didn't solve the problem. Could the reason be that first I used the Ordos AI from H6V1? And after that I overwrote with Ai from O9V1? Or the number of units delivered by the frigate represent a problem? Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted August 21, 2011 Share Posted August 21, 2011 I noticed that for example in O9V1 harkonnen receive Carryal reinforcements (about 3 trikes) and after they're deployed they attack. I created reinforcements for AI but they don't attack, they just sit there and don't move. Is there an event to make them to attack like in O9V1 and many other missions? I think that all the Ai reinforcements from the original campaign missions have this "script" to attack after they're deployed.AI always attack after getting carryall reinforcements, except for mercenary AI, which functions quite differently then regular AI. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted August 21, 2011 Share Posted August 21, 2011 and about the imperial attacks, using the merc's and emperor's AI from O9V1 didn't solve the problem. Could the reason be that first I used the Ordos AI from H6V1? And after that I overwrote with Ai from O9V1? Or the number of units delivered by the frigate represent a problem?try setting deploy action to 1. Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted August 21, 2011 Share Posted August 21, 2011 Small bug: Deleting all conditions gives a program error.Is there also a way to check if a building does not exist and put an action on that? Quote Link to comment Share on other sites More sharing options...
mvi Posted August 21, 2011 Author Share Posted August 21, 2011 Small bug: Deleting all conditions gives a program error.Is there also a way to check if a building does not exist and put an action on that?Yep, checking its box in the mapping panel will switch it to NOT (e.g. if buildingexists into if NOT buildingexists) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.