Originally Posted by: Rrtaya_tsamsiyu i'm not seeing why you would need to mess with AIData.. unless that has something to do with ai's auto selling stuff.
I see some of it sometimes
Originally Posted by: A Jedi In Exile loading up a map & having a prebuilt base \army ready for myself or others such as the AI.
or others such as the AIRead, the buildlist stuff was the answer for the ai part of his question
I made maps with AIData in a map.ini so tha ai builds the base on a totally different way, in the AIData is the skirmishbuildlist so i see why you would need the AIData.
Here is an example of 1 of my map.ini's:
Code:
AIData
SideInfo AmericaAirForceGeneral
SkillSet1
Science = SCIENCE_AirF_CarpetBomb
Science = AirF_SCIENCE_A10ThunderboltMissileStrike1
Science = AirF_SCIENCE_A10ThunderboltMissileStrike2
Science = AirF_SCIENCE_A10ThunderboltMissileStrike3
Science = SCIENCE_SpectreGunship1
Science = SCIENCE_SpectreGunship2
Science = SCIENCE_SpectreGunship3
Science = SCIENCE_DaisyCutter
End
End
SkirmishBuildList AmericaAirForceGeneral
Structure AirF_AmericaCommandCenter
Name = AirF_CommandCenter
Location = X:0.00 Y:0.00
Rebuilds = -1
Angle = 315.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-1
Location = X:170.00 Y:180.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaSupplyCenter
Name = AirF_SupplyCenter-1
Location = X:600.00 Y:180.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaBarracks
Name = AirF_Barracks
Location = X:250.00 Y:0.00
Rebuilds = -1
Angle = -45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaWarFactory
Name = AirF_WarFactory-1
Location = X:0.00 Y:200.00
Rebuilds = 0
Angle = 315.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaAirfield
Name = AirF_Airfield-1
Location = X:100.00 Y:-220.00
Rebuilds = 0
Angle = -45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-2
Location = X:0.00 Y:400.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaSupplyCenter
Name = AirF_SupplyCenter-2
Location = X:-200.00 Y:-650.00
Rebuilds = 0
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaStrategyCenter
Name = AirF_StrategyCenter
Location = X:350.00 Y:180.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-3
Location = X:500.00 Y:450.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPatriotBattery
Name = AirF_PatriotBattery_CE_R-1
Location = X:-900.00 Y:100.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaParticleCannonUplink
Name = AirF_ParticleCannonUplink-1
Location = X:500.00 Y:50.00
Rebuilds = 0
Angle = 315.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-4
Location = X:580.00 Y:320.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPatriotBattery
Name = AirF_PatriotBattery_FL_L-1
Location = X:-650.00 Y:350.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPatriotBattery
Name = AirF_PatriotBattery_FL_R-1
Location = X:-350.00 Y:680.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaSupplyDropZone
Name = AirF_SupplyDropZone-1
Location = X:-130.00 Y:-320.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-5
Location = X:430.00 Y:-90.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaAirfield
Name = AirF_Airfield-2
Location = X:250.00 Y:420.00
Rebuilds = 0
Angle = -45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-6
Location = X:350.00 Y:-220.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaSupplyDropZone
Name = AirF_SupplyDropZone-2
Location = X:120.00 Y:-420.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaSupplyDropZone
Name = AirF_SupplyDropZone-3
Location = X:300.00 Y:600.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaPowerPlant
Name = AirF_PowerPlant-7
Location = X:250.00 Y:700.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaFireBase
Name = AirF_FireBase_CE_R-1
Location = X:-800.00 Y:150.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaFireBase
Name = AirF_FireBase_FL_L-1
Location = X:-735.00 Y:350.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
Structure AirF_AmericaFireBase
Name = AirF_FireBase_FL_R-1
Location = X:-330.00 Y:760.00
Rebuilds = -1
Angle = 45.00
InitiallyBuilt = No
AutomaticallyBuild = No
End
End
End
If you set 'InitiallyBuilt' to yes for all structures the ai starts with a base ready to go, so again i see the use of it, maybe im wrong, happens all the time when im not right.
You can make a copy of the AIData.ini buildlists so all ai gens start with already build bases.
And maybe if you make a 8 player skirmish map with 2 startingpoints in each corner, 1 for a player and 1 for an ai(the ai general is the general the player wants to play with), at the start of the game transfer the whole ai general to the player in that corner, maybe you can make a mod with an empty faction with only an invisble startbuilding which has a DeletionUpdate module so when the teams are transfered the original invisible startbuilding from the player gets deleted, if you play against an ai leave the 2nd startpos in the corner unselected.
All of this is just a thought but fuel for some testing dont you think?
Edited by user Thursday, July 24, 2014 3:36:14 PM(UTC)
| Reason: Not specified