• 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

The Uler for PB4a

Started by Red Devil, August 12, 2008, 02:46:49 AM

Previous topic - Next topic

Red Devil

You have the recycler or factory build crates right before you build a craft.

You have to create special crates that are built by the recycler and factory so that they will be built by them. 

You have to be careful which crates are built when so that the requirements for each crate are met beforehand OR you can remove all the requirements from those crates so that you can have the AIP's build them at any time (much simpler).

Like this:

[Plan630]
planPriority = 890
planType = "BuildLoop"
MinTtlScrap = 60
MaxTtlScrap = 999
MinCurPower = 0
planCondition = "NotExists"
planConditionClass = "ubfact"
planCompare = ">="
planConditionCount = 1
buildType1 = "apvulcanrecy"
buildCount1 = 1
buildType2 = "uvscoutcpu"
buildCount2 = 1
buildType3 = "apatgmrecy"
buildCount3 = 1
buildType4 = "uvscoutcpu"
buildCount4 = 1
buildType5 = "apscarrecy"
buildCount5 = 1
buildType6 = "uvscoutcpu"
buildCount6 = 1
buildType7 = "apscarrecy"
buildCount7 = 1
buildType8 = "uvscoutcpu"
buildCount8 = 1
buildType9 = "apmgrecy"
buildCount0 = 1
buildType10 = "uvscoutcpu"
buildCount10 = 1
buildType11 = "apspsgrecy"
buildCount11 = 1
buildType12 = "uvscoutcpu"
buildCount12 = 1
loopDelay = 100

It'll be in the next zipper, probably within the hour.
What box???

Red Devil

I'm renaming all the Uler powerups to start with 'u'.  Oh, the tedium!
What box???

Red Devil

Harumph...

The factory crates are being built by the recycler for some reason:

1313.10 180-Plan570-BuildLoop: Condition MY commbunker EXISTS was satisfied... (1 >= 1) Condition MY factory EXISTS was satisfied... (1 >= 1) Condition MY commbunker EXISTS was satisfied... (1 >= 1) Condition MY factory EXISTS was satisfied... (1 >= 1) No builder found in team list or prerequisites for upplaslfact; defaulting to recycler...
... Not satisfied.


The crates have the requirement for the factory in them:


requireCount = 1
requireName1 = "ubfact"
requireText1 = "Build Cleopatra"


and ubfact exists on team 5:

cfg=            ubfact seqno= 11953 team=5 pos=  -64.00    22.43  -672.00


I've tried BuildMinimums, too.

Me tired, go bed.
What box???

Red Devil

Fixed it.  Seems the Factory needs a buildItem entry for it, which may be due to it being a crate and not a craft.  Going to see if using a generic item will work too.
What box???

Red Devil

My bad.  I had also added [CraftClass] to the crate to see if that affected it.  Seems it only checks the provides entries if it is a craft, even though it says it checked it in the log.

Edit: I had also added consClass and planConditionClassProvided to the AIP, but that had no effect either.
What box???

Red Devil

I'm trying updating uweapon.odf...
What box???

Red Devil

What box???

Red Devil

What box???

Red Devil

#53
Latest AI base:

What box???

Red Devil

Uploaded a new zip. 

Use the same link and instructions in the first post.

What box???

Red Devil

I improved the Uler vs Uler some more today.

I now have the turrets getting Vulcan and Spitfire guns, tanks getting Vengeance guns, etc. 

Found a way to protect a scrap field too.  :-D

Added some DefendArea and ClearArea plans.

They're just vicious now.

Had a big black bear in the back yard today.  A true Gentle Ben.
What box???

bigbadbogie

Quote from: Red Devil on August 24, 2008, 02:24:08 AM
Had a big black bear in the back yard today.  A true Gentle Ben.

...Right.
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

Actually, he was up on the deck looking in the screen door and one of my dogs alerted.  It looked like he actually sighed and then walked off the deck and down into the raspberry bushes.
What box???

Red Devil

Okay, back on topic.  I was able to condense a big Match section down to 3 parts by using provide entries.

Each unit has an 'enemy' provideName and each defender has a 'responder#' provideName:


[Match]

targetType1 = "enemy"
attackType1_1 = "responder1"
attackType1_2 = "responder1"
attackType1_3 = "responder1"

targetType2 = "enemy"
attackType2_1 = "responder1"
attackType2_2 = "responder1"

targetType3 = "enemy"
attackType3_1 = "responder1"
What box???

Red Devil

I'm defending scrap fields with turrets by using plans like this:

[Plan670]
planType = "DefendArea"
planPriority = 910
CheckProvides = true
planCondition = "Exists"
planConditionClass = "responder2"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
targetType = "npscr1"
searchRadius = 200

[Plan680]
planType = "DefendArea"
planPriority = 900
CheckProvides = true
planCondition = "Exists"
planConditionClass = "responder2"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
targetType = "npscr2"
searchRadius = 200

What box???