Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Mar 29, 2024 5:30 am
All times are UTC + 0
AI Triggers (***)
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Apr 02, 2007 2:45 pm    Post subject:  AI Triggers (***) Reply with quote  Mark this post and the followings unread

AI Triggers are used by the game to decide which units AI players build in both singleplayer and multiplayer maps. Similar to normal triggers they are based on a certain event. In contrast, the action is always building a team. While normal triggers often do not work as expected in multiplayer maps, AI triggers can be used very good to achieve the same results.
To use AI triggers you need to know how to make Taskforces, Scripts and Teamtypes which are covered in several tutorials in this manual. You should read these tutorials before making AI triggers.

Let´s take a look at the AI trigger editor:



This is an example for a typical AI Trigger. Let´s take a closer look at the different options:

Enabled: Do not forget to check this if the AI trigger shall be used

Type: This specifies the general event type for the AI Trigger. You can choose between several different types, The selected one specifies that the house that accesses the AI trigger must have a certain amount of certain objects. The exact amount, and the object type, is specified later on.

Name: Just a descriptive name of the AI Trigger

House: Usually this should be all, except you want only a certain house to access the AI trigger

Teamtypes: They specify the teams that shall be created as result of the AI trigger

Multi-Side: Specify if this trigger is for Everybody, Soviets, Allies or Yuri

Base defense: If this is checked, this AI trigger may be used even if the house doesn´t have a hated enemy yet

Available in Skirmish: Check this, and the AI trigger may be used in multiplayer games

Easy, Medium, Hard: In which difficulty modes is this AI trigger available?

Weight: Starting weight of the AI trigger. As higher, as more likely it is that the house decides to build the teamtype

MinWeight: The minimum weight that this AI trigger must have

MaxWeight: The maximum weight that this AI trigger can have

For the AI trigger types 0, 1, 4 and 7 the following applies:

Use Condition, Number and Unittype to select the values that are needed for the AI trigger to fire.


The AI trigger you see here does the following:
Once the current enemy of the AI trigger house has at least 1 Allied Battle Lab, build the teamtype "10 Apoc Attack Base". The AI trigger is useable by all Soviet houses in both singleplayer and multiplayer games, in all difficulty levels. Weight isn´t very high, so it may happen that the house does decide that this AI trigger isn´t as important as other AI triggers and probably won´t fire it. Note that the trigger will only fire if the house´s current enemy is Allied, as Soviet enemies cannot have an Allied Battle Lab.


Now lets take a look at one of the AI Triggers i've made.
(Pay no attention to the wierd name lol)




What this AI Trigger basicaly does, is When a Soviet battle lab is built by anyone, then another soviet team will launch the assault that is given in the AI trigger.

Make the taskforce for what you want the AI Trigger's units to contain, For the AI Trigger above, mine is:



And The script for the AI Trigger above, Is:



And The Team for the AI Trigger above, Is:



And there you go! Give it a whirl, this works for both single-player, and multiplayer maps! Have fun, Mappers. Smile

(P.S:: I posted this in the RA2 Tutorials Vault also, being as this Tutorial can be used for both Tiberian sun and red alert 2, i hope you don't mind)

Back to top
View user's profile Send private message
Pyroguy
Civilian


Joined: 15 Jan 2005

PostPosted: Mon Apr 02, 2007 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice tutorial. This looks very useful for making the AI be smarter at killing superweapons/units. I'll use it.

_________________
Something goes here... Right?

Back to top
View user's profile Send private message Skype Account
geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Tue Apr 03, 2007 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

One minor nitpick: Unless you add them yourself, the Soviet Union, the Allies, and Yuri are not in Tiberian Sun.

_________________

This mod is dead!
Ackron wrote:
It would be good if it was better.

Back to top
View user's profile Send private message Send e-mail
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Apr 03, 2007 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, i am well aware of this, i did post it in the red alert 2 Tutorial's factory too.. I ain't stupid y'know... Neutral
I posted it in this forum too because it can also be used for Tiberian Sun, and only the really stupid people will look at FinalSun twice, and say: "How come the soviet, yuri and allied houses are not here?" Neutral

Laughing

Back to top
View user's profile Send private message
geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Tue Apr 03, 2007 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's why it was a "minor" nitpick.

_________________

This mod is dead!
Ackron wrote:
It would be good if it was better.

Back to top
View user's profile Send private message Send e-mail
Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Thu Apr 05, 2007 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

This is like some of the old tutorials from the help menu in FS, I took the "Reinforce with 5 GI's" and just changed everything to GDI and TS units, And that's how I learnt most triggers.
Nice tutorial ARO, Razz
You are a hero of making this, a lot of people have problems with AI triggers.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Apr 05, 2007 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

A Hero? Aww, Shucks... Thanks... I hope it helps people for the future SMMC's too... Smile

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1563s ][ Queries: 11 (0.0100s) ][ Debug on ]