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AI quirks
#4
2. You refer to the War Wagon. The AI does use those (when it is suppsed to). But it builds a Silo right at the start of the game almost, and builds only one, which is fine. And AFAIK, the AI never deploys those Wagons into the Silos. Here's the Cliuster Nuke SIlo code, complete with comments that I couldn't be arsed to remove:

Code:
;Cluster Nuke Silo
; Yuri Rocket Launch Pad
[YAROCK]
UIName=Name:CLUSTERSILO
;UIName=Name:YAROCK
Name=Rocket Launch Pad
;Image=YAROCK
;BuildCat=Power
BuildCat=Combat
Prerequisite=GAALLARM,NASOVARM,NAPSYA ;all 3 Armageddon Engines
PrerequisiteOverride=REINFORCE ;CASLAB ;Tech Secret Lab
Strength=1000
Primary=AvengerCluster
;Secondary=RedEye2
;PipScale=Ammo
;PipWrap=3 ;1
;Ammo=3
;Reload=500 ;third of ROF
Armor=wood
TechLevel=10
Adjacent=10
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=8500
Points=50
Powered=true
Power=-500
ClickRepairable=yes
Repairable=true
Capturable=true
Crewed=No
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
;Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=15
MinDebris=1
CanRetaliate=no
ThreatPosed=25    ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
;TogglePower=Yes
Spyable=No ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
IsImmuneToRadiation=yes
Explodes=yes
DeathWeapon=NukePayload ; NUKE
DeathWeaponDamageModifier=0.5
ImmuneToRadiation=true
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
;UnitAbsorb=No
BuildLimit=3 ;5 ;10 ;8
LeaveRubble=no
HasRadialIndicator=true
ConcentricRadialIndicator=true
;LightVisibility=1600
;LightIntensity=0.06
;LightRedTint=2.0
;LightGreenTint=1.4
;LightBlueTint=0.3
LightVisibility=1500
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=1.5
BaseNormal=no
AIBuildThis=yes
BuildTimeMultiplier=0.925
Drainable=yes
IsBaseDefense=yes
;CanBeOccupied=yes
;MaxNumberOccupants=5
;PipScale=Passengers
;Passengers=6
;SizeLimit=6
;ExtraPower=100
PlaceAnywhere=no ;yes
CreateSound=NukeSiren2   ;To strike fear into the enemy's hearts
RevealToAll=yes ;so everyone can see it when it's built
GuardRange=0 ;don't want it blowing up your base
DefaultToGuardArea=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT
EliteAbilities=STRONGER,FIREPOWER,SIGHT,SELF_HEAL
Trainable=yes
;ElitePrimary=AvengerCluster ;commented out, so it is actually more powerful than when non-elite (weapon bonuses only affect non elite weapons)
;EliteSecondary=RedEye5
VoiceSelect=ClusterNukeSelect
ProduceCashAmount=-1 ; Amount every Delay
ProduceCashDelay=100 ;100 ; Frame delay between Amounts



Messages In This Thread
AI quirks - by Whiteboy - 29.04.2006, 18:15:46
RE: AI quirks - by nucl34r14 - 30.04.2006, 08:46:53
RE: AI quirks - by DCoder - 30.04.2006, 09:56:21
RE: AI quirks - by Whiteboy - 30.04.2006, 16:33:23
RE: AI quirks - by Bobingabout - 02.05.2006, 14:27:33
RE: AI quirks - by Whiteboy - 02.05.2006, 16:27:31
RE: AI quirks - by nucl34r14 - 02.05.2006, 16:44:16
RE: AI quirks - by Whiteboy - 03.05.2006, 03:33:55
RE: AI quirks - by particle - 03.05.2006, 16:48:46
RE: AI quirks - by Whiteboy - 10.05.2006, 03:05:25
RE: AI quirks - by Bobingabout - 10.05.2006, 11:20:43
RE: AI quirks - by Whiteboy - 10.05.2006, 14:50:00



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