Feda Posted January 28, 2014 Share Posted January 28, 2014 Another Question, the most Triggers i understand but how work the Dummycondition?Dummies are just used with the "set condition" event. I never knew exactly how to explain this, perhaps have a look at my youtube tutorials, maybe i explained them better there. Set condition makes it so a specific event wont be caught in an infinite loop once a certain condition triggers it. Best example would be text messages when enemy units/buildings are destroyed. Without set condition, the message will be displayed an infinite amount of times. 1 Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted January 28, 2014 Share Posted January 28, 2014 Dummies are just used with the "set condition" event. I never knew exactly how to explain this, perhaps have a look at my youtube tutorials, maybe i explained them better there. Set condition makes it so a specific event wont be caught in an infinite loop once a certain condition triggers it. Best example would be text messages when enemy units/buildings are destroyed. Without set condition, the message will be displayed an infinite amount of times.Dummies basically work as a binary value. They can either be set on or off. You can use this to your advantage by setting an event to change the value, which would invert the normal decision the game would make.The game usually uses this to stop infinite loops, such as when a harvester is being deployed because you had all yours destroyed. The game will set the condition to false when the reinforcement is called, and the reinforcements will not trigger again unless the value is set to true (which is the event Feda described above) 1 Quote Link to comment Share on other sites More sharing options...
Saviola Posted February 2, 2014 Share Posted February 2, 2014 Ok, I fixed a problem with "[...] out of memory..." etc. and one problem left.. still.In scenario, when I play as Emperor (in mis. file: swap index 1-3, in map. file: swap colors; red-violet, change starport devilery customer&resp unit as Harkonnen of course + add some sardakuars resp unit because they added to the map is resp as stealth fremen - funny, imperfections creator I guess)and so, I have a Harkonenn Palace with Death Hand Missle instead Emperor Palace (maked in map editor) and Harkonnen ally (being physical as Emperor - swaped index recall) have a Emperor Palace. The same change takes in map editor after swap colors from Emperor to another with Palace, when Emperor receives other palace in place of Emperor Palace.I know this is like verbiage or something else but I asked about it a few times.I'll upload the mis&map files.Maybe someone can help me with this. Thanks in advance. http://przeklej.org/file/ihrgoP/.H4V1.MIShttp://przeklej.org/file/yg9ZMw/H4V1.MAP Quote Link to comment Share on other sites More sharing options...
shai Posted February 4, 2014 Share Posted February 4, 2014 If I have an Atreides base that has the Emperor's index number and I want to have a BuildingExists for an outpost on the Atreides side, do I choose the Atreides outpost or the Emperor's outpost? Quote Link to comment Share on other sites More sharing options...
Feda Posted February 4, 2014 Share Posted February 4, 2014 If I have an Atreides base that has the Emperor's index number and I want to have a BuildingExists for an outpost on the Atreides side, do I choose the Atreides outpost or the Emperor's outpost?I had the exact same confusion a while back, found out that its gonna read the "as you see" version, so in this case, harkonnen outpost (emperor uses hark one). 1 Quote Link to comment Share on other sites More sharing options...
Dark Wesker Posted February 5, 2014 Share Posted February 5, 2014 Ok, I fixed a problem with "[...] out of memory..." etc. and one problem left.. still.In scenario, when I play as Emperor (in mis. file: swap index 1-3, in map. file: swap colors; red-violet, change starport devilery customer&resp unit as Harkonnen of course + add some sardakuars resp unit because they added to the map is resp as stealth fremen - funny, imperfections creator I guess)and so, I have a Harkonenn Palace with Death Hand Missle instead Emperor Palace (maked in map editor) and Harkonnen ally (being physical as Emperor - swaped index recall) have a Emperor Palace. The same change takes in map editor after swap colors from Emperor to another with Palace, when Emperor receives other palace in place of Emperor Palace.I know this is like verbiage or something else but I asked about it a few times.I'll upload the mis&map files.Maybe someone can help me with this. Thanks in advance. http://przeklej.org/file/ihrgoP/.H4V1.MIShttp://przeklej.org/file/yg9ZMw/H4V1.MAP I'm doing just that - http://www.mediafire.com/download/7s1ypfc1861c83m/Emperor_H9V2.rar Quote Link to comment Share on other sites More sharing options...
Saviola Posted February 6, 2014 Share Posted February 6, 2014 @Dark Wesker, when I played in "Emperor Mission by Shai-Gel98" I did the same. Am I to understand that there is no simple resolve for this?Moreover there is one more problem. In my situation, my Harkonnen ally (Emperor AI) has a Emperor Palace and here I haven't option to fix it (because how we know, AI won't be capture my Palace in his base) and that's the problem. Quote Link to comment Share on other sites More sharing options...
shai Posted February 6, 2014 Share Posted February 6, 2014 What is some good AI to use in missions? Quote Link to comment Share on other sites More sharing options...
shai Posted February 7, 2014 Share Posted February 7, 2014 (edited) Does anyone know if a special building not owned by the normal owner (Atreides Imperial Palace) can be placed in a map, or is the game too limited? Edited February 7, 2014 by Shai-Gel98 Quote Link to comment Share on other sites More sharing options...
Feda Posted February 7, 2014 Share Posted February 7, 2014 Does anyone know if a special building not owned by the normal owner (Atreides Imperial Palace) can be placed in a map, or is the game too limited? No you cannot place Imperial Palace for Atreides. Quote Link to comment Share on other sites More sharing options...
pcman Posted March 17, 2014 Share Posted March 17, 2014 Hi, how can ı create my own mission? Quote Link to comment Share on other sites More sharing options...
Feda Posted March 17, 2014 Share Posted March 17, 2014 Watch my video tutorials and check Gruntlord's .pdf guide, it should help you be prepared for any kind of mission YouTube TutorialsGuide 3 Quote Link to comment Share on other sites More sharing options...
pcman Posted March 17, 2014 Share Posted March 17, 2014 Watch my video tutorials and check Gruntlord's .pdf guide, it should help you be prepared for any kind of mission YouTube TutorialsGuideThanks. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 18, 2014 Share Posted March 18, 2014 What is some good AI to use in missions?No one answered this, so I will. Luminar's AI is really good as it can effectively build units and buildings and will regard things like power and money properly in a single player environment. 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted March 18, 2014 Share Posted March 18, 2014 I still hope someone will be able to find some more of those unknown bytes Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 18, 2014 Share Posted March 18, 2014 I still hope someone will be able to find some more of those unknown bytessame, I would rather create my own custom AI then rely on someone elses Quote Link to comment Share on other sites More sharing options...
pcman Posted March 20, 2014 Share Posted March 20, 2014 Hi, ı create new mission but how can ı write objective? Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted February 3, 2015 Share Posted February 3, 2015 Hi guys, someone can tell me exactly (or more or less) how the unknown6 in the .mis editor works? For now if I use this “unknown6” the IA increase greatly the construction of units (at least while he has money and based in the IA used), but I don't know what the “61” means (and only I guess that the “62” refers to the house index). Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted February 4, 2015 Share Posted February 4, 2015 Try reading this topic and asking there if you don't see the answer: http://forum.dune2k.com/topic/23961-mission-ai-research/page-6 Quote Link to comment Share on other sites More sharing options...
Logistarcus Posted July 18, 2015 Share Posted July 18, 2015 Hello I'm brand new to Dune 2k modding and I have a lot of Idea's But before I start on those I have what I hope is a Basic Question. How would I mod buildings on openra so that they come premade with concrete. I mostly play vs the AI and they do not use Concrete at all? which I find strange. The Idea in its Entirety is to create a submenu of Buildings that come with Concrete. so the AI doesn't waste so much on weaker buildings. There it is my first question, any help would be appreciated............ Quote Link to comment Share on other sites More sharing options...
Feda Posted July 19, 2015 Share Posted July 19, 2015 OpenRA's dune2k mod and the game Dune 2000 aren't really the same: in fact, their structure is quite different. These forums are more about the original game's modding, I doubt we can help you with OpenRA. However, OpenRA has their own forums where I'm sure you'll find more help. Google for it, you'll certainly find it ;) Quote Link to comment Share on other sites More sharing options...
dashkov.a Posted September 9, 2015 Share Posted September 9, 2015 No one answered this, so I will. Luminar's AI is really good as it can effectively build units and buildings and will regard things like power and money properly in a single player environment.Here you are my PRAC_mis file. I created it for my own mod with other balance, but maybe it will help you in original game too. In my mod it working fine (testing around 1 year):https://drive.google.com/file/d/0B3sIFwvou1uQQ0lydEIxdTJkd2s/view This is 2 players vs 4 AI (2 pl will ally), but it easy to change 1vs5 for lan. Testing with friend on lan game and skirmish. Quote Link to comment Share on other sites More sharing options...
dashkov.a Posted September 9, 2015 Share Posted September 9, 2015 I would like to create my mod for cnc, but need R16 editor to replace graphic/offset parameters for some new units and buildings. The mod is supporting skirmish, lan, missions, maps with new tile set for skirmish/lan. Is it possible to apply all features for cnc?If possible then very need program for editing data.R16 offsets and graphics. I have MVI's ResourceEditor, but it offsets values doesn't working. Created new graf for additional units for data.r8, but have no program for edit data.R16 unfortunately. Quote Link to comment Share on other sites More sharing options...
Smoke777 Posted January 31, 2016 Share Posted January 31, 2016 I also have a question. Is it possible to add the option that you can build 30 units at the same like it was in red alert 2 with yuri's revenge. It would be so much more practial especially when you attack and don't have to click all the time that the next unit is going to be build. What do you think, is that a good idea? Quote Link to comment Share on other sites More sharing options...
Adriano Posted January 31, 2016 Share Posted January 31, 2016 Smoke77, user of this forum mvi made something like this. Look at the topic "Build Queues Patch"; in the end of 3-rd page I try to explain how to install this patch, for example. Quote Link to comment Share on other sites More sharing options...
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