AITriggerTypesEnable - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: AITriggerTypesEnable (/showthread.php?tid=1260) |
AITriggerTypesEnable - Guest - 03.04.2009 Hi everyone, I have a question with [AITriggerTypesEnable]. I'm not good with the AI in this game at all, and after all that I've heard about the AI in the FABULOUS TS ENGINE, I don't think I want to try. I would just like to know if this section actually has any effect at all in maps, assuming that I only use the default AITriggerTypes. I make single player missions and I like to use off-map scripted reinforcements instead of making custom AITriggerTypes which I'm not too familiar with. So if I didn't do anything about AI in my MAP, do I need to include this section at all? Or do I just include the header [AITriggerTypesEnable] but have nothing underneath it? Thanks for reading. And apologies if this has been asked before, or if I posted in the wrong section. Sorry for double post, I just want to clarify that I DO want to keep the default, standard, global AITriggerTypes. =] They help create a pretty good gaming experience in single player maps. RE: AITriggerTypesEnable - DCoder - 03.04.2009 Ask and ye shall receive RE: AITriggerTypesEnable - Guest - 03.04.2009 I've already read that page, DCoder. It is quite confusing, that's why I thought I'd ask on the forums for clarification. So please answer my question, if I remove that section from my map will the AI still behave the same? RE: AITriggerTypesEnable - Renegade - 04.04.2009 That depends on your triggers and when they were activated before. |