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Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 4:51 pm
by MrTwosheds
Create and odf called ivscout_ch, with these contents.
make the aip build ivscout_ch.
Code: Select all
[GameObjectClass]
classLabel = "ivscout"
/////// weapons ////////////////////
weaponName1 = "gchain_c"
weaponName2 = "gchain_c"
///////////////////////////////////
[CraftClass]
[HoverCraftClass]
[Lod1]
[Lod2]
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 6:04 pm
by Nielk1
I would probably use ivscout_swordapi_ch.odf, but that's me.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 6:20 pm
by DarkCobra262
Nielk1 wrote:I would probably use ivscout_swordapi_ch.odf, but that's me.
I agree that this would be a better name.
I was thinking that if he was making his own mod, it'd be a DLL edit instead but since it's just AIPs... yeah anyway
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 6:28 pm
by MrTwosheds
Some people find that learning a programming language is not the easiest way to put chains on a scout...

Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 8:29 pm
by Protrector
Removed link.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Wed Feb 19, 2014 8:35 pm
by Red Spot
MrTwosheds wrote:One of the advantages with SwitchAIP is that it allows you to make each aip simpler. Make sure they have the basic base building commands for whatever tech level the aip deals with and then add the unit builds, attacks or whatever that that particular strategic path requires. Its much easier than trying to make just one AIP that does everything.
I dont like 1 AIP either, but I do like 'switches' in my AIP's, like the no-bomber and bomber versions of my AIP's are wrapped up in 1 AIP with a simple condition to check if the B-bay should be build. I however like the AIP switching to be done from dll and in such way can make 1 AIP for building a base and the others just create units/additional defences/etc and when base-buildings get destroyed the AIP switches back or to a 'desperate defence' plan (more or less assuming the AI will never get back to a full base again).
MrTwosheds wrote:Some people find that learning a programming language is not the easiest way to put chains on a scout...

You'll need to learn it at some point, or be ok with limitations that can not be overcome with an odf/aip-edits. Plus point here is that the source-code is available and the stuff you should understand is in them. You dont want to know how long I did some basic programming without knowing about arrays, it was like a world opened up for me when I first learned about those.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Thu Feb 20, 2014 12:12 am
by MrTwosheds
The advantage with the ODF technique is that the aip maker is now in a position to alter any of the units other attributes, should he wish to.
Sure Dll's are essential, but it seems a difficult way to do something simple like change a weapon to me. The AIP I made for LOS had 3-4 tech levels to advance through as the AIP's progress, all the unit loadouts changed more than once and sometimes would even regress back to a previous tech level if it needed to. The upgraded units sometimes required different weapon masks and other tweaks that would (I imagine) be quite difficult to do via dll.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Fri Feb 21, 2014 11:52 am
by Protrector
Removed link.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sat Feb 22, 2014 3:33 pm
by Protrector
How to make custom tank odf which disables canon and enables only chain gun, so that tank uses only chain?
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sat Feb 22, 2014 4:05 pm
by Red Spot
Below the Walker as example
With cannons wrote:
/////// weapons ///////////////////
weaponMask = 00111
weaponHard1 = "HP_CANNON_1"
weaponName1 = "gblast_c"
weaponAssault1 = 0
weaponHard2 = "HP_CANNON_2"
weaponName2 = "gblast_c"
weaponAssault2 = 0
weaponHard3 = "HP_GUN_1"
weaponName3 = "glaser_c"
weaponAssault3 = 0
weaponHard4 = "HP_GUN_2"
weaponName4 = "glaser_c"
weaponAssault4 = 0
//////////////////////////////////
Without cannons wrote:
/////// weapons ///////////////////
weaponMask = 00111
weaponHard1 = "HP_CANNON_1"
weaponName1 = ""
weaponAssault1 = 0
weaponHard2 = "HP_CANNON_2"
weaponName2 = ""
weaponAssault2 = 0
weaponHard3 = "HP_GUN_1"
weaponName3 = "glaser_c"
weaponAssault3 = 0
weaponHard4 = "HP_GUN_2"
weaponName4 = "glaser_c"
weaponAssault4 = 0
//////////////////////////////////
By simply removing an 'installed weapon' you force the unit to use its other weapons. You can also remove the HP's from the ODF, but that means you cant install weapons, above method leaves you a choice.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sat Feb 22, 2014 5:16 pm
by Protrector
Where can I take this odfs from?
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sat Feb 22, 2014 5:23 pm
by MrTwosheds
weaponMask also serves this purpose.
weaponMask = 00111
On a stock Sabre it would allow the AI unit to use its main cannon (the 5th number) and its chains (3rd and 4th numbers) but not its mortar or special, but It would only do this if weapon linking was enabled for that unit.
weaponMask = 00110
would prevent the AI Sabre from using its cannon and cause it to fire its chains instead.
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sat Feb 22, 2014 5:33 pm
by MrTwosheds
Where can I take this odfs from?
Odf's are just plain text files, any text editor can be used to create or modify one. The example at the top of the page will work if pasted into a txt file, you then rename its extension to odf. eg Mytank.txt - Mytank.odf
So a scout that has chains but only fires its missile (whatever it is) looks like this
Code: Select all
[GameObjectClass]
classLabel = "ivscout"
/////// weapons ////////////////////
weaponMask = 00100
weaponName1 = "gchain_c"
weaponName2 = "gchain_c"
///////////////////////////////////
[CraftClass]
[HoverCraftClass]
[Lod1]
[Lod2]
This odf inherits all of its other data from ivscout.odf
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sun Feb 23, 2014 3:46 pm
by Protrector
I tested it and works! Awesome! Expect a very hard aip!
Re: SWORD-insane aip for mpi games.Extract in battlezone fol
Posted: Sun Feb 23, 2014 5:27 pm
by Protrector
Okay:
1)
Code: Select all
[GameObjectClass]
classLabel = "ivtank"
/////// weapons ////////////////////
weaponMask = 00111
weaponHard1 = "HP_CANNON_1"
weaponName1 = "gplasma_c"
weaponAssault1 = 0
weaponHard2 = "HP_CANNON_2"
weaponName2 = "gplasma_c"
weaponAssault2 = 0
weaponHard3 = "HP_GUN_1"
weaponName3 = "glaser_c"
weaponAssault3 = 0
weaponHard4 = "HP_GUN_2"
weaponName4 = "glaser_c"
weaponAssault4 = 0
///////////////////////////////////
[CraftClass]
[HoverCraftClass]
[Lod1]
[Lod2]
It makes tanks with sp stab, not with plasma....
2)
Code: Select all
[GameObjectClass]
classLabel = "ivturr"
/////// weapons ////////////////////
weaponMask = 00011
weaponHard1 = "HP_GUN_1"
weaponName1 = "glaser_c"
weaponAssault1 = 1
weaponHard2 = "HP_GUN_2"
weaponName2 = "glaser_c"
weaponAssault2 = 1
///////////////////////////////////
[CraftClass]
[HoverCraftClass]
[Lod1]
[Lod2]
Is this one correct?
3) Ai builds 2 factory but uses only 1. How can I make the Ai to use both factories?