VTULCobra
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14 years ago
Hello everyone,

I enjoy playing as the boss general (Leang) versus other players using the same mod (boss mod), but I cannot get the AI to work with Leang. Is there any scripts (like the normal faction scripts that makes GLA for example to work) I can import to world builder to make the AI workable with Leang?

Big thanks!
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BR-Alexandre
14 years ago
You can't import scripts as each faction have its own ones, while GLA use "IF THEN build GLA_Barracks" for leang it would be "IF THEN build Boss_Barracks". If you want the Leang's AI to fight then you have to script it

merry christmas
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
precision_bomber
14 years ago
Modding-wise, you can program the AI from it's root.
Using 'SideInfo' and 'SkirmishBuildList'.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
VTULCobra
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14 years ago
@BR-Alexandre
What exactly do you mean with "You can't import scripts as each faction have its own ones"?

@precision_bomber
I have no idea how to do that...
Thanks for the help anyways, Merry Christmas! 🙂
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BR-Alexandre
14 years ago
"Program AI from his root" is when you program it other way than the WB, you go on the files instead the games, that's how they make the mods (never tried so i don't have much information about it). if you search game data you can find the original script files, you can just make your own ones somehow and i think thats "program AI from his root". (Precision_bomber sorry if i'm wrong...)


about scripts, have you ever scripted any action for the AI? there is the object Boss_barracks and the China_Barracks, both have same model but if you import already made scripts they will not work for leang as script will say to build a china_Barracks and she will not have it in her build list. each faction have its own units and buildings

Airfoce:
Airf_barracks
Airf_warfactory
Airf_commandcenter
airF_infantryranger

Superweapon:
Spw_barracks
Spw_warfactory
SPw_commandcenter
Spw_infantryranger

Leang:
Boss_Barracks
Boss_warfactory
Boss_Commandcenter
Boss_infantryranger

import scripts from GLA will only work for GLA, scripts from china will only work for china. to make an AI for Leang you will have to script her actions one by one or import specific scripts (Boss ones)
"The Only Way To Have Peace is Prepare for War" <---I forgot who said this...
"Lasers make superior weapons!" <--- Townes
"Laser crusader ready for engagement" <--- Laser Crusader Tank
"Tactical lasers online" <--- Avenger Support Venhice
"Storm climbed mountain" <--- Pathfinder Elite Infantry
"Ready for covert mission" <--- Stealth Fighter Tactical Support
VTULCobra
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14 years ago
Oh yes of course you can't import GLA scripts without changing all the units and buildings and teams into the Boss team. Yes I have scripted some custom made missions and also some skirmish scripts, for example I made some scripts that made the Chinese forces to be able to build a modded Stealth Fighter.
What you wrote "import specific scripts (Boss ones)", that was what I meant at first, but I can't seem to find any.
If you could help me in the search for some, I would be really grateful. Otherwise I will just have to change some units, factions and team from the original china general scripts.

Thanks!
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NewNightmare
14 years ago
Here's America's Skirmish Build Stuff
  ;Skirmish AI Build List
  SkirmishBuildList America
    Structure AmericaCommandCenter
      Location = X:501.22 Y:546.25
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = No
      AutomaticallyBuild = Yes
    END ;Structure AmericaCommandCenter
    Structure AmericaPowerPlant
      Location = X:770.43 Y:727.79
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:759.90 Y:555.84
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:374.82 Y:371.69
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:477.11 Y:174.62
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:189.19 Y:522.00
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaPowerPlant
      Location = X:418.35 Y:827.10
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPowerPlant
    Structure AmericaAirfield
      Location = X:767.04 Y:376.40
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaAirfield
    Structure AmericaBarracks
      Location = X:247.52 Y:734.59
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaBarracks
    Structure AmericaParticleCannonUplink
      Location = X:594.59 Y:635.72
      Rebuilds = 0
      Angle = -45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaParticleCannonUplink
    Structure AmericaStrategyCenter
      Location = X:384.36 Y:652.24
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaStrategyCenter
    Structure AmericaSupplyDropZone
      Location = X:515.66 Y:347.88
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:637.41 Y:490.20
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:488.83 Y:760.27
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaSupplyDropZone
      Location = X:322.39 Y:502.03
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaSupplyDropZone
    Structure AmericaWarFactory
      Location = X:650.93 Y:843.45
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaWarFactory
    Structure AmericaWarFactory
      Location = X:259.56 Y:289.71
      Rebuilds = 0
      Angle = -135.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaWarFactory
    Structure AmericaPatriotBattery
      Location = X:676.07 Y:670.51
      Rebuilds = 0
      Angle = 45.00
      InitiallyBuilt = No
      AutomaticallyBuild = No
    END ;Structure AmericaPatriotBattery
  END ;SkirmishBuildList FactionAmerica

with SideInfo just above it,
  SideInfo America
    ResourceGatherersEasy     = 2
    ResourceGatherersNormal   = 2
    ResourceGatherersHard     = 2   
    BaseDefenseStructure1     = AmericaPatriotBattery  

    SkillSet1
      Science = SCIENCE_PaladinTank
      Science = SCIENCE_StealthFighter
      Science = SCIENCE_A10ThunderboltMissileStrike1
      Science = SCIENCE_A10ThunderboltMissileStrike2
      Science = SCIENCE_A10ThunderboltMissileStrike3
      Science = SCIENCE_SpectreGunshipSolo
      Science = SCIENCE_DaisyCutter
    End

    SkillSet2
      Science = SCIENCE_PaladinTank
      Science = SCIENCE_StealthFighter
      Science = SCIENCE_Pathfinder
      Science = SCIENCE_Paradrop1
      Science = SCIENCE_Paradrop2
      Science = SCIENCE_Paradrop3
      Science = SCIENCE_DaisyCutter
    End

  End
All extracted from INIZH/Default/AIData.ini

Dunno what is needed to build armies though (or is that all? and the 'default' AI handles all the units?)
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Yep, I will have to copy that code and change all the stuff to the boss general, but I think you need additional codes for the teams. Thanks!
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