Forged Alliance Forever Forged Alliance Forever Forums 2016-04-09T20:04:05+02:00 /feed.php?f=41&t=12131 2016-04-09T20:01:47+02:00 2016-04-09T20:01:47+02:00 /viewtopic.php?t=12131&p=124903#p124903 <![CDATA[Re: Sorian AI Script Helper]]>
Link is updated :)

Statistics: Posted by Uveso — 09 Apr 2016, 20:01


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2016-04-09T07:48:57+02:00 2016-04-09T07:48:57+02:00 /viewtopic.php?t=12131&p=124859#p124859 <![CDATA[Re: Sorian AI Script Helper]]> Statistics: Posted by Krapougnak — 09 Apr 2016, 07:48


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2016-04-06T15:43:14+02:00 2016-04-06T15:43:14+02:00 /viewtopic.php?t=12131&p=124634#p124634 <![CDATA[Re: Sorian AI Script Helper]]>
[SHIFT]+[m] checks now the following files and filepath inside unit blueprint:

..Mesh.scm
..Albedo.dds
..Normals.dds
..Specular.dds

It also scanns the files on disk and will find misstyped path's and files.
Also hoocked units are checked for correct filepath.

Statistics: Posted by Uveso — 06 Apr 2016, 15:43


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2016-04-05T12:25:25+02:00 2016-04-05T12:25:25+02:00 /viewtopic.php?t=12131&p=124589#p124589 <![CDATA[Re: Sorian AI Script Helper]]>
I added a ceck for lod0.scm and lod1scm files. Press [SHIFT]+[m]

This will validate filepath and filenames for Display.Mesh.LODs.MeshName (unitid_LOD0.scm and unitid_LOD1.scm)
(prevents [WARNING: GetResource: Invalid name ""] error in some cases)

It also suggest to set the IconFadeInZoom to 130, if the blueprint has a different zoom value.

Statistics: Posted by Uveso — 05 Apr 2016, 12:25


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2016-03-30T14:31:01+02:00 2016-03-30T14:31:01+02:00 /viewtopic.php?t=12131&p=124208#p124208 <![CDATA[Re: Sorian AI Script Helper]]>

Statistics: Posted by Krapougnak — 30 Mar 2016, 14:31


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2016-04-09T20:04:05+02:00 2016-03-29T23:28:06+02:00 /viewtopic.php?t=12131&p=124174#p124174 <![CDATA[Sorian AI Script Helper]]>
Creating scripts for the Sorian Ai is verry simple.

Lets say you have a T1 Powerdefence with the UnitId "UEB0001" for UEF, and a PD Unit "XSB0001" for Seraphim.

Now create a new directory inside you modfolder named "lua"
Inside the Lua folder create a new directory named "customunits"

Now create an empty textfile and name it "TestPD.lua"

Copy this to TestPD.lua:

Code:
UnitList = {

   T1GroundDefense = {
      UEF = {'UEB0001', 50}, -- TECH1 Powerdefence
      Seraphim = {'XSB0001', 50}, -- TECH1 Powerdefence
   },

}

Thats all. Now the Ai can Build the Unit UEB0001 and XSB0001 as T1 Ground Defence.
if u want the Ai to build more units of this type, increase the "50" after the UnitID to 100 or 200. it's the Buildpriority

If u are now using my mod and simply press [SHIFT]+[a], you will see inside the Logwindow something like this:

Code:
INFO: Uveso Debugger: [UnitDebug.lua 714] - Unit UEB0001 veryfied, has Icon but no AI Support. Name:(Hammer) (Tech 1 Power Defence)
INFO: T1GroundDefense = {
INFO:         UEF = {'UEB0001', 50}, -- Name: Hammer(Tech 1 Power Defence)
INFO: },

You simply copy this into any x.lua inside customunits and the AI will use it.


Some other functions from the Mod:
[SHIFT]+[c] Checks the Unitblueprint for common Erros like wrong Techlevel, missing Targetlayers etc. Also see DebugWindow for Reports.
[SHIFT]+[s] Plays all Unitsounds inside the Audio Array. Turn you spakers to low, if u use it. May freeze you game for 20-30 seconds.
[SHIFT]+[w] Same as [s] but plays the Weaponsounds of all customunits.
[SHIFT]+[m] Checks Display.Lod. Looking for missing Mesh, Albedo, Normals and Specular files in Unitfolder.
[SHIFT]+[q] is empty. Its executing the function Check(uID,uBP) inside UnitDebug.lua at line 1041. Its just for testing.

There are also some Hooks for testing and playing aginst the Sorian AI:

/Mods/Uveso Debugger/hook/lua/AI/SorianDefenseBuilders.lua:
With this hook, the AI is able to build T3 GroundDefences for all races, not only UEF, like default.

/Mods/Uveso Debugger/hook/lua/AI/SorianExperimentalBuilders.lua:
This allows the Ai to Build up to 4 land and 2 Air Experimentals at the same time. I also removed T4AirAttackCondition and some other functions that stops the AI from building Experimentals. Its also makes the T4EconExperimental (Paragon like structures) available for all races, not only Aeon.

/Mods/Uveso Debugger/hook/lua/sim/Unit.lua:
Inside the Unit.lua is a additional Cheat for the AI. After 30 minutes the Ai can Build everything at 1/100 Cost. (Buildfactor isn't changed)

/Mods/Uveso Debugger/hook/lua/ui/game/unitviewDetail.lua:
This is only a small bugfix for the unitTooltip. Its also displaying the UnitID for the actuall Unit.

Finaly there are 4 customunits (one for each faction). This unit moves automaticaly to the next wreck/mass/energy object and reclaim it. if u want the unit to stop, just disable cloak. I use the Unit for testing scripts etc. (Can be build in Tech1 Landfactory)

Well, i hope you can use it in any way.

greetings Uveso.

ModDownload:
[Edit] Version 3.6:
http://faforever.uveso.de/uvesodebug36.rar

Statistics: Posted by Uveso — 29 Mar 2016, 23:28


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