• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

AIPs...?

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

Previous topic - Next topic

Red Devil

You can use either an ODF name or a provideName entry in either.
What box???

Axeminister

G66 has ships that patrol, but I don't know if they're told to do so by the aip way or the dll.
There is no knowledge that is not power.

General BlackDragon




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

mrtwosheds

Quoteif the player chooses a diff recy varient for cpu team, it seems to die.
There are really only 2 reasons why you might want to use a custom CPU recy.
1. Its using a different model.
2 There are odf settings that are different from the normal recy.

You DO NOT need to use a custom CPU recy/fact/constructor  to have the AIP build custom units or buildings.
The list of things in a recy/factory/constructor ODF is not used by the AI, If you write an aip telling the cpu team to build something, it builds it, listed or not.


[Plan1]
etc etc
Is not important to the aip,, they don't need to be in any particular order.





General BlackDragon

New problem:

I am trying to make turrets deploy on pathpoints. I have pathpoints "Turr1" - "Turr10" on the map where i want them.

I have the following in the aip:


[Plan36]
planPriority = 760
planCondition = "Exists"
planConditionClass = "sbmuf"
planConditionCount = 1
planCompare = ">="
planConditionClassProvided = true
holdType1 = "svturr"
holdCount1 = 1
holdPoint1 = "turr1"
holdType2 = "svturr"
holdCount2 = 1
holdPoint2 = "turr2"
holdType3 = "svturr"
holdCount3 = 1
holdPoint3 = "turr3"
holdType4 = "svturr"
holdCount4 = 1
holdPoint4 = "turr4"
buildIfNoIdle = 1
maxTries = 4


And I get this error message in console:

WARN|GLOBAL          |       ConsoleHelper:34   |16:44:41|78834  |Planner Error: Missing path-point NULL in HOLD plan


FaWhy?



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

Steeveeo

First try to only have one hold plan, see if the error pops up again.

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

bigbadbogie

Try adding a pathpoint called 'NULL'.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

GreenHeart

Quote from: bigbadbogie on October 13, 2008, 05:42:28 PM
Try adding a pathpoint called 'NULL'.

It would be better to fix the actual cause than to install the wrong fix.
Signature:
Many failures will take place in the process of attempting to achive your goal. It don't matter how many times you fail, Its how much you've learned each time since its apart of the learning process.

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Red Devil

Use the Deployer planType from PB2:

[Plan#]
planType = "Deployer" // New planType.
buildLoc = "pathname" // Required: Pathpoint name. Plan shuts down if not valid.
DeployClass = "ivrecy" // Required: GameObjectClass of what to send. Plan shuts down if not valid.

   If the buildLoc or DeployClass are invalid/not found, then this
plan will go into a safety mode and do nothing. ["pathname" and
"ivrecy" above are only examples, the true defaults are empty strings,
i.e. do nothing] Note that all the other usual common/shared items in
a [Plan#] can be added. Things like conditions, buildIfNoIdle, and the
like can be specified as well. You'll probably want to at least put a
NotExists condition on the plan to ensure it doesn't keep building and
sending things to a destination. Also, this doesn't apply to just
'recyclers' -- it sends a 'deploy at' command to its target object.
What box???

General BlackDragon

Next problem:

on my MPI map, nice, brand new mpi map, there is no enemy recycler spawned, and i get the following when my recy spawns.

[CONSOLE] ERROR: AIP file bzceasy_s not found!

help?

The aip file names are setup as follows:

bzceasy_sa0.aip - bzceasy_sal.aip

files:

bzceasy_sa0.aip
bzceasy_sa1.aip
bzceasy_sa3.aip
bzceasy_sas.aip
bzceasy_sal.aip

Using stock MPI dll.

Whats wrong?




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

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Steeveeo


(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

mrtwosheds

Assuming that you do have racenames begining with s and a

It should (not) be saying
[CONSOLE] ERROR: AIP file bzceasy_sa0 not found!

your autoreg should have an entry like

ODFName = "bzceasy_"

General BlackDragon

#44
I thought if you specified txt files it overwrode autoreg files.

do I HAVE to make autoregs?

No.

the following autoreg in my addon did nothing:

[AIPList]
ODFName = "BZCEasy_"
Description = "BZC Easy Aip Set"

[IAAIPList]
ODFName = "BZCEasy_"
Description = "BZC Easy AIP Set"

And I don't plan on using autoregs, the aip's appear in the list. That is not the issue, the issue is in game, on the map.



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