Hello.
Quote:Can you tell me the difference between "ScriptsMinesOFF" and "ScriptsMinesON" (source)?
China factions will not use mines with "ScriptsMinesOFF" and will use mines with "ScriptsMinesON".
Quote:Can you tell me the difference between the scripts in the source folder and the AdAIM.exe? What does the .exe have what the source scripts doesn't have?
I think the ini's and the scripts from both are basically the same.
Quote:What's the difference between the AdAIM and this one?
It is an improved and updated by me version of the latest AdAIM 0.98 /by Lion&r42/, the current version is AdAIM 0.98 improved v2.5, ATM i'm working on v2.6
The same mod, with added fixes and new features.
Quote:I ask because I play Zero Hour modded (I use the Progen 2.6). With the .exe the mod doesn't work (it's the ordinary 1.04 then). But it works with the source scripts. But I think the AI hasn't the same potential then. And there are some bugs caused by the fact that ProGen needs special scripts for its specific gadgets (and without its own scripts the SWG can't build superweapons). To know the differences would be useful so I can try to compare the scripts and make them compatible.
Well i guess Progen use some of the files of the Advanced AI Mod.
You can always merge ini's with Winmerge though, the biggest changes are in Aidata.ini, the other ini's have only several edits.
So when the other mod do not use Skirmishscripts.scb, but use some of the ini files, you can can merge them pretty fast.
To find out where the few changes in AdAIM's ini files are, compare the ini's from the AI mod with the original files of the game.
As for the Skirmishscripts.scb, you could try to import those from Progen into those from the Advanced AI Mod with the World Builder, but it will take time, it will need testing, and you can still have conflicts or missed stuff.