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Editor - AI Data question

 
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Editor - AI Data question - 2/11/2021 2:54:32 PM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
I'm still a newbie to the Editor, but am learning a bit more how to use it. Many ggod folk here responded to my previous Editor TF question, and I thank all those that set me on the right path. Hopefully you can help me with this.

I have two questions:
1) Is there a way to create a script in AI Data that is variable? ie, a script that only occurs 50% of the time. I understand that a date, a prior script, or a trigger are use to enact a script, but this seems like an all or nothing way.(I don't believe there is but maybe I'm missing something).

2) I thought I read somewhere that there are multiple variable scripts for the main campaign scenario, and that one is chosen at the beginning of the game. I think it uses the aei.dat files 1-16 for each scenario.Is this true? And if so how does that work?

Once again, I thank all those that can help me with this!



_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"

Post #: 1
RE: Editor - AI Data question - 2/11/2021 5:53:49 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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Hi mussey

1. No unfortunately i wish it was - you can use trigger bases - ie if base y falls then script x happens

2. Its random picks 1 out of 16 scripts and then follows that script

(in reply to mussey)
Post #: 2
RE: Editor - AI Data question - 2/11/2021 7:13:12 PM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
Thanks Andy. I thought as much. I've been looking at your earlier Ironman creations (c2012?), and marvel at the amount of work and foresight it takes. I can imagine the amount needed for T's 1-3.

So getting to the 16 variations, once one of the 16 is randomly selected where/how does it go from there. Are there numbered scripts within the AI Data that lie dormant until it is selected? The AI.dat file is written in ancient Greek and unintelligible to me. Are those 16 files editable?

Thanks for your help!


_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"


(in reply to Andy Mac)
Post #: 3
RE: Editor - AI Data question - 2/11/2021 7:46:51 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Ok so I would personally ditch all 16 variations they are all out of date

Defacto there is only one script now and it is with the latest scenario I put on the forum

So delete all the others and just go with the latest.

If you want to design variants you need to have a separate scenario for each variant as the editor only allows you to access the primary script

So I have 16 versions of scenario 1 each with a different AI variant and then when i released the scenario I went in and renamed each AI file manually into the -01 etc variants

One of the reason I went insane doing the AI was if you changed one script in one script you had to go through and do it in all of them.

I ended up coming to the conclusion especially for scenario 1 that 1 decent script was better than multiple options that dont work as well - I think it was finding the PH bug that killed me on 16 variants

(in reply to mussey)
Post #: 4
RE: Editor - AI Data question - 2/11/2021 8:03:08 PM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
So I'll put a stop on the 16 variants.

Just one more question. Is the Soviet Activation hard-wired? Or can it be manipulated through the Editor?

_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"


(in reply to Andy Mac)
Post #: 5
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