Battlezone Universe

Battlezone Universe => Battlezone 2 => Topic started by: Saberdude on January 20, 2008, 04:25:46 AM

Title: help with aip's
Post by: Saberdude on January 20, 2008, 04:25:46 AM
hey im still fooling around trying to make some really hard aip's but i cant get the computer to build all the units i want them to. Ive only had limited sucess getting them to build anything out of the ordinary......ive only seen then build 1 unit....any help?
Title: Re: help with aip's
Post by: Red Devil on January 20, 2008, 05:52:34 AM
Try doNextOnFail = 0
Title: Re: help with aip's
Post by: Saberdude on January 20, 2008, 06:06:51 AM
i played around with that......it dont help...i think i need a different aip editor. when i open it i notice certain build and attack conditions that i cant add or edit with the one i have now....
Title: Re: help with aip's
Post by: Red Devil on January 20, 2008, 06:34:52 AM
Use a text editor.  The AIP Editor doesn't support 1.3.
Title: Re: help with aip's
Post by: GreenHeart on January 20, 2008, 08:25:32 AM
Quote from: Saberdude on January 20, 2008, 06:06:51 AM
i think i need a different aip editor.

Don't use the aip editor with the 1.3 aip files since the aip editor REMOVES anything it don't understand.
Title: Re: help with aip's
Post by: bigbadbogie on January 20, 2008, 09:18:26 AM
it does for me -- but i have barely ever touched aips
Title: Re: help with aip's
Post by: Lizard on January 20, 2008, 09:25:28 AM
Quote from: bigbadbogie on January 20, 2008, 09:18:26 AM
it does for me -- but i have barely ever touched aips



:lol:


you told me you'd mastered every aspect of BZ2 modding ....




:-P

Title: Re: help with aip's
Post by: mrtwosheds on January 20, 2008, 12:31:39 PM
In 1.3 there are quite a number of new conditions that can be used to control ai build behaviour, Attempting to explain them all here would be futile, read the modlog, digest, experiment, repeat process.
Dont forget about game.debugaip, very useful.
I also find the don't dll switch is helpful when trying to make things work properly.
Title: Re: help with aip's
Post by: bigbadbogie on January 20, 2008, 09:27:09 PM
no lizard - i said that i had different levels of experience with parts of bz2 modding

when i said i have barely ever touched aips, well i meant not for a while... and not very much - but only in comparison to the other things like odf and modelling (which are daily for me)

at one point i reconfigured one of your aips so that i could play as my guys while fighting the swarm in fsmpi --- i just havent needed to use them very much (yet)
Title: Re: help with aip's
Post by: Saberdude on January 21, 2008, 06:25:45 AM
ok didnt know you could edit these with a text editor.......but i still cant get them to even build any of my units, let alone attack with them.
Title: Re: help with aip's
Post by: Red Devil on January 21, 2008, 06:32:17 AM
Post it
Title: Re: help with aip's
Post by: Lizard on January 21, 2008, 09:46:10 AM
Quote from: bigbadbogie on January 20, 2008, 09:27:09 PM


at one point i reconfigured one of your aips so that i could play as my guys while fighting the swarm in fsmpi --- i just havent needed to use them very much (yet)


My AIP's are probably the most simplistic examples available, I quite litterally cut out all of the fancy stuff such as switching plans etc. all my AI does is build a base and units and that's it, this was all quite deliberate the simplicity of the scripts meant that there was far less that could possibly go wrong which is a bit of bonus when you are trying to debug AIP combinations for 6 different races.
Title: Re: help with aip's
Post by: bigbadbogie on January 21, 2008, 11:15:38 AM
good....for you...... i think
Title: Re: help with aip's
Post by: mrtwosheds on January 21, 2008, 06:26:41 PM
Quotebut i still cant get them to even build any of my units,
Then what does it do?
Nothing?
Build what it would normally as if you had not altered anything?

Game.debugaip
will tell you which aip is running, which plan it it running and if it succeeds and  how much scrap is available etc.

The "Required" conditions in the units odf's are important, if a building is required and is not present, the aip will fail to build that unit.
If there is not enough power it will not build from the factory.
Title: Re: help with aip's
Post by: bigbadbogie on January 21, 2008, 10:06:04 PM
So that it why the recycler was building assault tanks -- that was really confusing
Title: Re: help with aip's
Post by: Lizard on January 21, 2008, 10:15:23 PM
Quote from: bigbadbogie on January 21, 2008, 10:06:04 PM
So that it why the recycler was building assault tanks -- that was really confusing


if you don't make the factory a requirement in the unit's odf the unit will be built from the recycler by the aip's even though it will still be built by the factory for a human team.
Title: Re: help with aip's
Post by: Red Devil on January 21, 2008, 10:32:26 PM
You can have your crig build things other than buildings too.  Like to see someone make one that chucks out a beer can once in awhile.  :lol:
Title: Re: help with aip's
Post by: mrtwosheds on January 22, 2008, 12:58:06 AM
It only does buildings well...If you tell a crig to build a tank, it creates one that is firmly fixed to the ground.
Title: Re: help with aip's
Post by: bigbadbogie on January 22, 2008, 01:03:21 AM
and you cant command it

and the problem is that it was a hadean assault tank
Title: Re: help with aip's
Post by: Saberdude on January 22, 2008, 09:49:26 PM
ok thanks for the game.debugaip that REEEALY helped. i got them to build atilla walkers now but ive regretted it:P ok heres the thing I made the computer team a special atilla that doesnt need the teckcenter becaus i cant get them to build it. they build it fine but they attack with them....its no problem becaus i made some really powerful guntowers, but i dont want them to do that. I only wanted them to attack a special guntower i made or attack you atilla walkers. THey also do not build the other units that i had under one of the "build minimums" plans. Is thers some sort of unit trigger that makes them send units in the base out to attack? i thought it only used units specified in the "Attacker" plans. I just wanted the attilas to sit aruond the base for whenever you attacked. And also is there a limit to how many units you can have sittin inside the base? It seem whenever they hit a certain number of units they stop building and send them out.  And about the constructor building units....dont they build them in battlezone 1.0 when u play as a pilot in instant action?


@mrtwosheds  The computer only builds 2 of my units now the modded Atilla and the Turretmk2, both i put under a "Buildminimus" Plan. but under the same plans i wanted them to build some modded chain and minigun Scouts, and the Destroyer tank from the G66 mods that i put in. I Have Failrly high numbers of the scouts (like 6 of each-i wanted them to be used in swarms) but only 2 of the Destroyer tanks. The scouts have thier own Seperate Attacker plans, but they never get built or sent out to atack anything. The Destroyers were ment to just sit in base but they dont get build ither.
Title: Re: help with aip's
Post by: mrtwosheds on January 23, 2008, 09:54:27 PM
You need the MODLOG
It has a whole section on the 1.3 additions for aip's

Slow reading in the changelogs, found in your bz2 dir, may also help a bit.