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How to mod the AI?
Moderators: Generals Moderators, Global Moderators
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Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Mon Jan 23, 2012 10:43 pm    Post subject:  How to mod the AI? Reply with quote  Mark this post and the followings unread

Any tips or tutorials?
Looking to fill out my knowledge in modding Generals Zero Hour.
One of the few things I can't do at the moment is the AI Coding.

So any help is wanted. :#

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The-Light
Grenadier


Joined: 08 Aug 2009
Location: Netherlands

PostPosted: Tue Jan 24, 2012 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

In Generals and Zero Hour the AI is not as much coded, but more scripted.

The scripts are in the Data/scripts folder, and can be imported into worldbuilder. Worldbuilder is for my knowledge the only program capable of editing them.

Now the tricky bit, explaining scripting...

The basic way that the AI thinks could best be discribed as if A happens/exists than i do B.

The best advice i can give you is to start with starting worldbuilder and import the script, then take a look at them. I can't really help with this for i killed the AI more than actually improving it.

Note: in the scripts the AI uses teams or something, those can be edited in a seperate menu in worldbuilder "edit teams" button i believe.

Note2: there's a AI.ini or something like that, but I don't know it's exact functionality.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 25, 2012 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to edit SkirmishScripts.scb for the AI. It can only be opened by the World Builder, which ain't the best tool for editing stuff.

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Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Wed Jan 25, 2012 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys.

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