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Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 8:19 pm
by Red Spot
MrTwosheds wrote:It will not rebuild ivrcktaa the aip does not build these. It certainly won't park them on top of mountains. :) And it won't send them off to attack.
I'm not trying to build massive defenses, just give the cpu a limited defense to start off with.
They do at least (re)build Rtanks where the scion basicly do nothing. Building some turrets and placing them behind the recy == nothing. :P

Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 8:38 pm
by MrTwosheds
Were not editing aip's were just doing path points on new maps, I'm trying to make em relatively mod compatible too. Making them GH maps would not be mod compatible.
mpiC should only be used with cross race common units such as *vtank, *vscout not *varch as this would produce errors.
mpic should be used for anything else as these will just not happen if they are not found.

submitted 4 archer CPU variants popper, laserpopper, acid cloud and resin. unsnipeable and add ammo at 1/3 useage rate.

Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 8:57 pm
by Red Devil
221 fix included in them?

Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 9:07 pm
by MrTwosheds
They are just inheriting fvartl, unsnipeable, addammo, with different guns.
I could do a test map with some and we could vet the laserpopper fixes at the same time.

Oh and
provideCount = 4
provideName1 = "fvartlgascpu"
provideName2 = "VIRTUAL_CLASS_ARTILLERY"
provideName3 = "flier"
provideName4 = "AntiAir"

the original fvartl has
provideCount = 3 <-----------------!!!!!!!!!!!!!!!!!!!!
provideName1 = "fvartl"
provideName2 = "VIRTUAL_CLASS_ARTILLERY"
provideName3 = "flier"
provideName4 = "AntiAir"

Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 9:12 pm
by Red Devil
okie doke, sounds good; nned to go do a few things first today, though, so tomorrow or later on tonight is better for me.

Re: MPI Map Conversions

Posted: Mon Apr 28, 2014 9:16 pm
by MrTwosheds
I have an unknown variable sleep pattern...No promises.

Re: MPI Map Conversions

Posted: Tue Apr 29, 2014 11:11 am
by AI_Unit
I'm sure there is a way to get the AI to build and replace the units if necessary.

Re: MPI Map Conversions

Posted: Tue Apr 29, 2014 2:50 pm
by MrTwosheds
Several ways but that's not what I'm trying to do. Just trying to add defensive starting units by pathpoint, they need to be units not used by the aip, or they will be moved by its commands. A stock archer defense gets sent off to the frontline...

Re: MPI Map Conversions

Posted: Tue Apr 29, 2014 7:10 pm
by Red Devil
after searching through all the stock mpi maps, i see that the only maps that have mpic/mpiC path points are the GH maps and MPI: Jungle and *none* of them use mpih/mpiH path points.

so, i can either add mpic/mpiC/mpih/mpiH path points to the MPI and IA map conversions or not. thoughts?

also, the AIP behavior (aside from them having path points to deploy at, spawn units at, stage at, and hold at) is dependent upon which AIP set is used when you launch a map, not anything we are doing.

i have a modified stock AIP set and a GH AIP set i have been working on which i'll post in the future. the modified stock AIP cures a few stalls and fixes APC building. the GH AIP set is...challenging (AI using slug and various dual cannons and guns on you). got burnt out on it, so am switching gears for a bit.

Re: MPI Map Conversions

Posted: Tue Apr 29, 2014 8:17 pm
by MrTwosheds
mpih/mpiH points tend to remove choice from the player, who can already define the size of their starting force.
Really I would only use them in very unusual circumstances (a mod) or maybe IA.

mpic are ok as they just won't happen if those units/race are not being used.
mpiC#_* should only be used for units that "should" be present whatever race is used, eg vscout vtank vturr vatank vwalk, its all we can do really, if a mod maker chooses not to conform to naming conventions then that map will produce errors for them.

I notice there is a fair pile of stuff that needs vetting...

Re: MPI Map Conversions

Posted: Tue Apr 29, 2014 9:24 pm
by Red Devil
i'll just add mpic's around pools and choke points for starting defense and go from there.

yup, lots :-/

for note, these are the path points used in a G66 map:

Code: Select all

	Line 2543: label = RecyclerEnemy
	Line 2556: label = factory
	Line 2569: label = turretEnemy1
	Line 2582: label = pgen1
	Line 2595: label = cbun1
	Line 2608: label = gtow1
	Line 2621: label = gtow1b
	Line 2634: label = gtow1c
	Line 2647: label = rtow1
	Line 2660: label = cbun2
	Line 2673: label = gtow2
	Line 2686: label = gtow2b
	Line 2699: label = rtow2
	Line 2712: label = cbun3
	Line 2725: label = gtow3
	Line 2738: label = rtow3
	Line 2751: label = jammer1
	Line 2764: label = jammer2
	Line 2777: label = scrpool1a
	Line 2790: label = scrpool1b
	Line 2803: label = scrpool2a
	Line 2816: label = scrpool2b
	Line 2829: label = scrpool3a
	Line 2842: label = scrpool3b
	Line 2855: label = scrpool4a
	Line 2868: label = scrpool4b
	Line 2881: label = Recycler
	Line 2894: label = edge_path
	Line 2911: label = surprise2
	Line 2924: label = surprise1
	Line 2937: label = surprise3
	Line 2950: label = holdserv
	Line 2963: label = RcktTwr1
	Line 2976: label = RcktTwr2
	Line 2989: label = RcktTwr3
	Line 3002: label = cbun4
	Line 3015: label = gtow4
	Line 3028: label = cbun5
	Line 3041: label = gtow5
	Line 3054: label = RcktTwr4
	Line 3067: label = cbun6
	Line 3080: label = gtow6
	Line 3093: label = gspir6
	Line 3106: label = gspir5
	Line 3119: label = gspir4
	Line 3132: label = gspir1
	Line 3145: label = gspir1b
	Line 3158: label = gspir2
	Line 3171: label = gspir2b
	Line 3184: label = gspir3
	Line 3197: label = RcktTwr5
	Line 3210: label = RcktTwr6
	Line 3223: label = PwrGen1
	Line 3236: label = PwrGen2
	Line 3249: label = rspir1
	Line 3262: label = scrpool1c
	Line 3275: label = rspir2
	Line 3288: label = rspir3
	Line 3301: label = hold1
	Line 3314: label = hold2
	Line 3327: label = hold3
	Line 3340: label = stage1
	Line 3353: label = hold4
	Line 3366: label = stage2
	Line 3379: label = stage3
	Line 3392: label = stage4
	Line 3405: label = stage5
	Line 3418: label = holdtrt1
	Line 3431: label = holdtrt2
	Line 3444: label = holdtrt3
	Line 3457: label = artlef2
	Line 3470: label = artlef1
	Line 3483: label = artlef3
	Line 3496: label = artlgas1
	Line 3509: label = artlgas2
	Line 3522: label = attack1
	Line 3583: label = attack2
	Line 3640: label = attack3
	Line 3693: label = mbtattack
	Line 3754: label = patrol1
	Line 3803: label = patrol2
	Line 3904: label = patrol3
	Line 3981: label = build1
	Line 3994: label = build2
	Line 4007: label = asmbl1
	Line 4020: label = turretEnemy2
	Line 4033: label = turretEnemy3
	Line 4046: label = turretEnemy4
	Line 4059: label = turretEnemy5
	Line 4072: label = turretEnemy6
	Line 4085: label = turretEnemy7
	Line 4098: label = turretEnemy8
	Line 4111: label = SentryEnemy1
	Line 4124: label = SentryEnemy2
	Line 4137: label = SentryEnemy3
	Line 4150: label = Turret1
	Line 4163: label = Turret2
	Line 4176: label = Turret3
	Line 4189: label = Scout1
	Line 4202: label = Scout2
	Line 4215: label = Scout3
	Line 4228: label = Tank1
	Line 4241: label = Tank2
	Line 4254: label = tank3
	Line 4267: label = scrfield1
	Line 4280: label = scrfield2
	Line 4293: label = scrfield3
	Line 4306: label = scrfield4
	Line 4319: label = scrfield5
	Line 4332: label = scrfield6
	Line 4345: label = scrfield7
	Line 4358: label = scrfield8
	Line 4371: label = scrfield9
	Line 4384: label = minefld1
	Line 4397: label = minefld2
	Line 4410: label = minefld3
	Line 4423: label = rhinoherd1
	Line 4436: label = rhinoherd2
	Line 4449: label = rspir4
	Line 4462: label = rtow4
	Line 4475: label = scrfield10
	Line 4488: label = scrfield11
	Line 4501: label = scrfield12
	Line 4514: label = dropoff_fact_6
	Line 4527: label = dropoff_recy_6

Re: MPI Map Conversions

Posted: Wed Apr 30, 2014 1:02 am
by MrTwosheds
Ill just try for max compatibility with any mod, certainly cant be bothered doing base layout path points.

We really ought to get the outstanding assets vetted before 1.3.6.5 gets released. Some of them are simple, others require multiple players...like gbd's strategy2.dll.

Re: MPI Map Conversions

Posted: Wed Apr 30, 2014 1:03 am
by Red Devil
he said he was going to fix the missing water on the maps, but haven't seen anything yett.

Re: MPI Map Conversions

Posted: Wed Apr 30, 2014 12:23 pm
by AI_Unit
MrTwosheds wrote:Several ways but that's not what I'm trying to do. Just trying to add defensive starting units by pathpoint, they need to be units not used by the aip, or they will be moved by its commands. A stock archer defense gets sent off to the frontline...
So make an ODF that can't be dispatched by the AIP and use those? I'm sure you could give it the specific weapon and get the DLL to spawn them in on the required path?

E.G. Make a new Archer ODF and Give it the Popper and Put this in the ODF:

[CraftClass]
DoIdleDispatch = false
CanAIPForceIdle = false

After that, go to the DLL and put something like this?

BuildStartingVehicle(m_CPUTeamNumber, m_CPUTeamRace, "*vdefender", "*vdefender", "defenderpath1");

Re: MPI Map Conversions

Posted: Wed Apr 30, 2014 1:18 pm
by Red Spot
MrTwosheds wrote:Ill just try for max compatibility with any mod, certainly cant be bothered doing base layout path points.

We really ought to get the outstanding assets vetted before 1.3.6.5 gets released. Some of them are simple, others require multiple players...like gbd's strategy2.dll.
When you are going to make a mod out of it, you could just as well make a slight edit to the AIP's and do the 'building of AA defences'. Not sure why you would make it into a ½ mod and cause it not to be part of the PB's (not even sure if GSH would accept new maps, so this could all be a mute point) but not want to make a slight edit to the AIP's while you are changing the .dll and add custom units/ODFs.