SWORD-insane aip for mpi games.Extract in battlezone folder.

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Re: New Challengeable AIP

Post by Protrector »

Fellow comrades, it is done! Please play it :D

More AIPs will be coming soon.
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Red Devil
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Re: New Challengeable AIP

Post by Red Devil »

my anti-malware intercepted your link and reported it as dangerous...
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Re: New Challengeable AIP

Post by Protrector »

It is not dangerous! Scan it if you like.
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Re: New Challengeable AIP

Post by Red Devil »

"Unable to connect

Firefox can't establish a connection to the server at www.megafileupload.com.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: New Challengeable AIP

Post by Red Devil »

perhaps you can use another site?
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General BlackDragon
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Re: New Challengeable AIP

Post by General BlackDragon »

i always recommend filefront
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Re: New Challengeable AIP

Post by Protrector »

problems never stop comming :D

thanks for the support, i will soon change link
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Re: New Challengeable AIP

Post by Protrector »

Added alternative download link!
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Re: New Challengeable AIP

Post by DarkCobra262 »

I wonder when someone will post constructive criticism of the AIPs.
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Re: New Challengeable AIP

Post by Red Devil »

i was able to download them last night, so i'm going to try them now.
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Re: New Challengeable AIP

Post by Red Devil »

the thing that jumps out at me right away are some Upgrade plans, like this:

[Plan20]
planType = "Upgrade"
planPriority = 390
unitType = "ibsbay"
targetType = "ivturr"

buildings are unable to upgrade units, *but* i like the idea of them being able to :-)

the only unit that can upgrade buildings - and craft - are construction rigs (ivcons/fvcons).


also, the AI base could use some extra power being built to prevent them from quickly being reduced to being powerless.

they cover pools quickly, but sometimes the scavs get near to their target pool and are pulled off by a recently-built scav stealing its target, so i might build a group of scavs, then use CollectPool plans without buildifnoidle statements.

they attack very well with a nice variety and number of units.

i like how you *don't* mix the hovercraft attackers with the treaded and air attackers; mixing different types of craft tends to break up attacker plans because the hovercraft get to the target first and get killed, leaving the treaded ones in limbo.

if you would like to use different weapons on units, you can tell the AIP to build a weapons crate before building a unit.

quick example:

[Plan40]
planType = "BuildMinimums"
planPriority = 500
planCondition = "NotExists"
planConditionClass = "fvsent"
planCompare = ">=" <<<<====== also, notice the addition of this statement
planConditionCount = 2
buildType1 = "apgaus"
buildCount1 = 2
buildType2 = "fvsent"
buildCount2 = 2


there are other plan entries available to use that would help.

Example:

[Plan80]
//ATTACK POOLS
CheckProvides = true
planPriority = 930
//ForceStagePoint = 2
planType = "Attacker"
attackMode = -1 // -1 = auto, 0 = combat, 1 = assault
pickTargetType = 0 // pickTargetType = 1 // 0 = first match (usually oldest?), 1 = closest, 2 = random
planCondition = "NotExists"
planConditionClass = "Bunker"
planCompare = ">="
planConditionCount = 1
planConditionClassProvided = true
planCondition2 = "HisExists"
planConditionClass2 = "Pool"
planCompare2 = ">="
planConditionCount2 = 2
planConditionClassProvided2 = true
targetType = "Pool"
targetType1 = "Scav"
targetType2 = "DefendUnit"
targetType3 = "Defense"
targetType4 = "MainBase"
attackType1 = "ivscout66c"
attackType2 = "ivscout66c"
AttackAnything = true
maxAttacks = 0
buildIfNoIdle = 1
ContinueEvenIfFail = true


planConditionClass = "Bunker" and targetType = "Pool" uses a provideName entry which can be added to an ODF:

i.e., provideName1 = "Pool"

you use those so you don't have to name each target name, just the type.


if you don't already use it, the AIP Debugger is available. you can turn it on by toggling the console open (using Ctrl ~) and entering game.debugaip, then toggling the console closed. you can position the debugger by adjusting the settings in gameprefs.ini. i copy the settings to LocalPrefs_bzone.ini and stick that in a folder inside addon so my settings don't get overridden by patch updates.

if you don't already, you can also use a cheat ship with uber weapons and radar to help you test AIP's (saves a lot of time).

very nice job for your first AIP's. i'll add some more observations after i finish checking out the AIP's.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: New Challengeable AIP

Post by Red Devil »

seeing that the iis AIP - maybe others? - is stalled due to trying to build service trucks before the service bay is built. it's common in AIP's.

a quick fix for that is to add a ContinueEvenIfFail = true entry to the plan that builds the service trucks, but the best way is to make sure that all the requirements for a building/unit are built before that unit is built.

also noticed that the recover and service plans could use these entries, which you can tweak to your own values:

MinWreckAmmo = 0.3
MinWreckHealth = 0.3
MaxWreckAmmo = 0.8
MaxWreckHealth = 0.8
RepairTime = 30.0 // Max time a servicer will spend on a unit
MaxWreckDist = 200.0 // Distance from service bay to unit to begin servicing


also seeing some maxLoops entries on some BuildMinimums plans; maxLoops entries goes with the BuildLoop plan type.

[Plan21]
planType = "BuildMinimums"
planPriority = 380
planCondition = "NotExists"
planConditionClass = "ivturr"
planConditionCount = 3
buildType1 = "ivturr"
buildCount1 = 1
maxLoops = 3 <=======
buildIfNoIdle = 1


anyways, that's probably enough feedback for now; you've done a good job so far.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

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Red Devil
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Re: New Challengeable AIP

Post by Red Devil »

aside: i gave the BZC AIP's a once over awhile back and remembered they need an initial targetType entry:

pb4, line 4102

Once a gap is seen in numbering, or an item points to an invalid
config, scanning is stopped. (The only limit on # of targetTypes is
memory, but I'd suggest that 64 would be a good practical limit.)
targetType still needs to be present, and is the first possible victim
of a plan. TargetType1 is the second possible victim of a plan,
TargetType2 is the third possible victim of a plan, etc.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

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Lifetime member of JBS and NRA
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Re: New Challengeable AIP

Post by Protrector »

Building aips for everyone.
mase
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Re: New Challengeable AIP

Post by mase »

The AI never send in RKTs, they build two but they where never send. Also no walkers.
When an APC is send to attack a building and that building is destroyed the pilots (or the APC) sometimes just go home instead of picking a new target. Mortar bikes seems to to that too.
The AI builds 2 gun towers behind there recycler, they should build them in front.
Instead of sending missle scouts I'd send scouts, they are too easy to kill alone. Could mix scouts with msl scouts and give' em shadower too.
At the start you send in 3 AT-Stab tanks, they are too weak imho.
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