03.11.2005, 10:32:26
If you tell the AI to deploy an MCV somewhere, it would, but I don't think it would build any stuff around it. Besides, multiple factories of the same type for the AI (especially conyards) are a bad idea - when the AI produces something, that "something" is produced in all factories of the proper type, like Cloning Vats for human players. So, two Conyards = two Battle Labs at once, two Nuke Silos at once, and a ton of wasted base space.
Btw, the only scriptable destinations are:
somewhere AISafeDistance= cells away from own base;
-"- away from enemy base;
waypoints, preplaced at map design time, you can only trust waypoints 0 and 1 to exist (WPs 0-7 are player locations, there are at least two players);
right next to your own/enemy structure (structure defineable by its index in the BuildingTypes list).
You can (kinda) force the AI to expand its base, with a shitload of cheats:
1. Sacrifice the Slave Miner logic - utilise this logic on a unit which deploys into something like the Base Expansion Node from CR.
2. Create a ton of dummy units that are invisible and can chrono, and deploy into standard base structures.
3. Script the AI to:
build one such unit.
move it to friendly structure (BENode structure index)
deploy
repeat until success
4. Repeat step 3 for all base structures you want it to build.
But of course that is a LOT of work, and doesn't always work properly. Esp. in cases like Bay Of Pigs, where you have several ore piles near your base, the miner will usually pick one pile right next to your own base, and waste resources on fortifying that spot. See C-GEN forums > RedUtils forum > topics by jkraska , or DeeZire forum > topics by Courageous.
However, the AI scripts leave a LOT to be desired:
they are hardly reliable when there are multiple possible targets for the Move to ... command, like when it builds two nodes, you can't specify which of them to aim for, or whether to avoid sending the team to the same target the next time this script executes, etc.
they can't target other xxxTypes by ID/index, only structures. So, you can't create a team of Snipers to specifically attack Spies, for instance.
they can't load transports into transports, like IFVs/Flak Tracks into Amph Transports.
a lot of stuff that I can't remember.
Btw, the only scriptable destinations are:
somewhere AISafeDistance= cells away from own base;
-"- away from enemy base;
waypoints, preplaced at map design time, you can only trust waypoints 0 and 1 to exist (WPs 0-7 are player locations, there are at least two players);
right next to your own/enemy structure (structure defineable by its index in the BuildingTypes list).
You can (kinda) force the AI to expand its base, with a shitload of cheats:
1. Sacrifice the Slave Miner logic - utilise this logic on a unit which deploys into something like the Base Expansion Node from CR.
2. Create a ton of dummy units that are invisible and can chrono, and deploy into standard base structures.
3. Script the AI to:
build one such unit.
move it to friendly structure (BENode structure index)
deploy
repeat until success
4. Repeat step 3 for all base structures you want it to build.
But of course that is a LOT of work, and doesn't always work properly. Esp. in cases like Bay Of Pigs, where you have several ore piles near your base, the miner will usually pick one pile right next to your own base, and waste resources on fortifying that spot. See C-GEN forums > RedUtils forum > topics by jkraska , or DeeZire forum > topics by Courageous.
However, the AI scripts leave a LOT to be desired:
they are hardly reliable when there are multiple possible targets for the Move to ... command, like when it builds two nodes, you can't specify which of them to aim for, or whether to avoid sending the team to the same target the next time this script executes, etc.
they can't target other xxxTypes by ID/index, only structures. So, you can't create a team of Snipers to specifically attack Spies, for instance.
they can't load transports into transports, like IFVs/Flak Tracks into Amph Transports.
a lot of stuff that I can't remember.