InfiniteMonkey
Posts: 355
Joined: 9/16/2016 Status: offline
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quote:
ORIGINAL: rustysi OK, I appreciate your continued efforts to help, but I'm afraid you're still missing my point. From Alfred's post: quote:
The AI file which contains the script is stored with the scenario file. It is not stored in the saved file. The script is stored with the scenario file, not the save file. Therefore if I modify the stored scenario file with Andy's new file and it alters my game script I could be in the middle of executing a portion of the script that has been altered. It seems to me that this will alter what assets have/may be called on in said script thereby confusing/screwing up the AI. At least until that portion of the script runs out and a new operation is executed. At any rate I've decided to attempt it and if something goes wrong I'll simply fall back to a saved file. Thanks again for your assistance. Yeah, I know. Alfred's language is unclear. From a technical perspective, locking in an AI file requires copying the scripts to the save file or risk the kind of problems you worry about. To truly "lock in" the scripts, they have to be part of the save. Saying "I will always use aei001-14.dat" does not "lock in" anything. If someone updates or deletes the file, then things go bad in AI land. Keep in mind that this discussion was in the context of creating an AI hack that would write AI scripts based upon information obtained from tracker and the various text files a turn generates. My idea was to 1. Use the -a$$um3 command line option to generate the AI debug file. 2. Identify the scripts that are running using the debug file and the task force names in tracker. 3. Modify the expired / untriggered scripts based upon the current game situation. I tried the following as a test: 1. Open Scenario 1 in scenario editor 2. Change an AI script name Script "attack Bonnis" became "attack GMClever" (gee, I'm Clever...) 3. Save to open scen slot 4. Start a game and run first two turns (first turn does to generate LandDebug_411208.txt ) "444. - Attack Bonins GMClever, NOTACTIVE, target , ds 450401, de 450501, prev 00, bt 0, wait 0, taav 162, tdav 0, side Japanese ***************" 5. Save game 6. Exit game 7. Edit script 445 to change name to "IMCLEVERER" and save scenario files again. 8. Start game 9. Open saved game 10. Ran turn 11. Looked at LandDebug_411209.txt "445. - Attack Bonins, NOTACTIVE, target , ds 450701, de 450801, prev 00, bt 0, wait 0, taav 162, tdav 0, side Japanese *************** " Name of script did not change. Therefore, the new AI file did not have an impact upon the saved game, as Alfred states.
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