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AIPs...?

Started by General BlackDragon, August 23, 2008, 01:49:17 PM

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Red Devil

Is there a RecyclerEnemy path point on the map?  If there isn't, the recycler won't spawn and the AIP won't run.
What box???

Red Devil

Is it a custom map?

If so, is it running the BZC dll or the stock dll?
What box???

Commando

In pb4, provideNames are critical.  In pb4a, the game should work without the provideName being in the odf.

Post the plan and post your odf.

General BlackDragon

Hmm, Seems like after i deploy my rec and SA1 aip kicks in, THEN it starts actually doing stuff....

hmph...

BZC DLL.

BZC Map.

BZC Everything.

SA0.aip

[Start]
scrapCount = 100
consClass = "svcnst"
scavClass = "svscav"
CheckProvides = true

[IdleDispatcher]
ScavIdleSeconds = 1
UnitIdleSeconds = 1 //360
MinAttackForce = 3 // min # of idle units before dispatch
MaxAttackForce = 11 // max # of idle units before dispatch

[Plan1]
planType = "CollectPool"
planPriority = 900
planCondition = "Exists"
planConditionClass = "svrecy"
planConditionCount = 1
planCondition2 = "NotExists"
planConditionClass2 = "sbrecy"
planConditionCount2 = 1
scavClass = "svrecy"
maxTries = 2

[Plan2]
planType = "BuildMinimums"
planPriority = 950
planCondition = "Exists"
planConditionClass = "sbrecy"
planConditionCount = 1
minTtlScrap = 30
buildType1 = "svscav"
buildCount1 = 3
buildType2 = "svmuf"
buildCount2 = 1
buildType3 = "svslf"
buildCount3 = 1

[Plan3]
planType = "CollectPool"
planPriority = 900
scavClass = "svmuf"
buildIfNoIdle = 1

[Plan4]
planType = "CollectPool"
planPriority = 850
scavClass = "svslf"
buildIfNoIdle = 1

[Plan5]
planType = "BaseBuildMinimums"
planPriority = 800
minTtlScrap = 30
buildType1 = "sbspow"
buildCount1 = 1
buildLoc1 = "SPow1"
buildType2 = "sbtowe"
buildCount2 = 1
buildLoc2 = "GTow11"
buildType3 = "sbtowe"
buildCount3 = 1
buildLoc3 = "GTow12"
doNextOnFail = 1

[Plan6]
planType = "BaseBuildMinimums"
planPriority = 750
minTtlScrap = 30
buildType1 = "sbspow"
buildCount1 = 1
buildLoc1 = "SPow2"
buildType2 = "sbtowe"
buildCount2 = 1
buildLoc2 = "GTow21"
buildType3 = "sbtowe"
buildCount3 = 1
buildLoc3 = "GTow22"
doNextOnFail = 1

[Plan7]
planType = "BaseBuildMinimums"
planPriority = 700
minTtlScrap = 30
buildType1 = "sbspow"
buildCount1 = 1
buildLoc1 = "SPow3"
buildType2 = "sbtowe"
buildCount2 = 1
buildLoc2 = "GTow31"
buildType3 = "sbtowe"
buildCount3 = 1
buildLoc3 = "GTow32"
doNextOnFail = 1

[Plan8]
planType = "BaseBuildMinimums"
planPriority = 650
minTtlScrap = 30
buildType1 = "sbhang"
buildCount1 = 1
doNextOnFail = 1

[Plan9]
planType = "BaseBuildMinimums"
planPriority = 600
minTtlScrap = 30
buildType1 = "sbsupp"
buildCount1 = 1
doNextOnFail = 1

[Plan10]
planType = "BuildMinimums"
planPriority = 550
minTtlScrap = 30
buildType1 = "svtank"
buildCount1 = 5
buildIfNoIdle = 1

[Plan11]
planType = "Attacker"
planPriority = 500
planCondition = "HisExists"
planConditionClass = "abmuf"
planConditionCount = 1
minTtlScrap = 30
targetType = "abmuf"
attackType1 = "svtank"
attackType2 = "svtank"
attackType3 = "svtank"
maxAttacks = 3
maxTries = 3
buildIfNoIdle = 1
doNextOnFail = 1

[Plan12]
planType = "BuildMinimums"
planPriority = 450
buildType1 = "svltnk"
buildCount1 = 5
buildType2 = "svtank"
buildCount2 = 5

[Plan13]
planType = "BaseBuildMinimums"
planPriority = 400
minTtlScrap = 30
buildType1 = "sbtowe"
buildCount1 = 5

[Plan14]
planType = "Attacker"
planPriority = 350
planCondition = "HisExists"
planConditionClass = "abspow"
planConditionCount = 3
minTtlScrap = 30
targetType = "abspow"
attackType1 = "svltnk"
attackType2 = "svltnk"
attackType3 = "svltnk"
maxAttacks = 2
maxTries = 2
buildIfNoIdle = 1
doNextOnFail = 1

[Plan15]
planType = "BuildMinimums"
planPriority = 300
planCondition = "HisExists"
planConditionClass = "abslf"
planConditionCount = 1
minTtlScrap = 30
buildType1 = "svapc"
buildCount1 = 4
maxLoops = 5
buildIfNoIdle = 1

[Plan16]
planType = "Attacker"
planPriority = 250
planCondition = "Exists"
planConditionClass = "svapc"
planConditionCount = 4
minTtlScrap = 30
targetType = "abslf"
attackType1 = "svapc"
attackType2 = "svapc"
attackType3 = "svapc"
attackType4 = "svapc"
maxAttacks = 5
maxTries = 5
buildIfNoIdle = 1
doNextOnFail = 1




*****General BlackDragon*****

General BlackDragon

New issue.

if the player chooses a diff recy varient for cpu team, it seems to die.

looks like the aip is looking for odf "sbrecy" when aiteam has deployed a "sbrecy_gbd"

How do i make it check provide names for such a "Exists" requirement?



*****General BlackDragon*****

Red Devil

The stock DLL deploys the AI recycler and everyting hinges on that, so it looks like the BZC dll needs to deploy it too.

sbrecy_gbd.odf needs a a provideName of "sbrecy" and use planConditionClassProvided# = true
What box???

General BlackDragon

#21
BZC Recy is a scav, u know.

And ya. once SA1/3 kicks in, the recy deploys. Wonder why it doesnt do it before though...

Will these commands use provide names as well?

scavClass = "svmuf"

buildType1 = "sbspow"

targetType = "abslf"



*****General BlackDragon*****

Red Devil

That's why I said the BZC dll needs to deploy it.

buildType and targetType will.
What box???

General BlackDragon

Is there any way to make the AIP look for "If player has Xunit within X meters of Airecy, do blahblah"?



*****General BlackDragon*****

Red Devil

That's the DefendArea plan.
What box???

General BlackDragon

oh? you'll have to teach me how that works then...

another question, is there an aip way to make the ai send some ships to "patrol" a pathpoint?



*****General BlackDragon*****

Red Devil

#26
This is a DA plan I am using in Uler atm.  The targetType and planConditioNclass are both entries in provideName sections.


[Plan48]
planType = "DefendArea"
planPriority = 940
CheckProvides = true
planCondition = "Exists"
planConditionClass = "responder3"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
targetType = "biometal"
searchRadius = 200
MaxUnits = 3


No AIP command for patrolling yet.  You can use the Explore planType as a crude version of it though.

What box???

General BlackDragon

#27
explore???

also, i have no idea what im doing  :|

What should priority be? i assume it must go in order from top to bottom?

Or can i use it to make AI concentrate on more things then others? What...


Also, when using notepad ++, and i insert a plan in the middle of the aip, is there a way to make it auto shuffle the plan numbers down?  :-(



*****General BlackDragon*****

Red Devil

Wish there was.  Just look at some existing AIP's to see how it's done.
What box???

General BlackDragon

k, and just so its clear,

planConditionClass# = ""
TargetType# = ""

use provide names, while

buildtype= ""
attackType = ""

use odf names?



*****General BlackDragon*****