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Ai - too hard for meee :)
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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Wed Jul 04, 2012 12:11 am    Post subject:   Ai - too hard for meee :) Reply with quote

Hy and thanks for this mod,of awesomness,
i having problems with the AI to defeat at ai lvl 0 in skirmish?
are there a way to, get slower ai like in original ts on ai level 0-? pleaase answer this....
My quwastion is you are able to make an easier ai for thoos woho like original ts style?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Jul 04, 2012 12:34 am    Post subject: Reply with quote

Put this in your Twisted Insurrection directory.


ai.ini
 Description:

Download
 Filename:  ai.ini
 Filesize:  274.62 KB
 Downloaded:  156 Time(s)


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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Wed Jul 04, 2012 1:33 am    Post subject:   Thank you very much Aro. Reply with quote

Thank you for the fast support.

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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Thu Jul 05, 2012 5:57 pm    Post subject: Reply with quote

Testing update,
AI better than original,
dont beats me at start, at LVL 0
suggestion:0 - 5 level ai nedeed
or like in chess games 0 - 10 lvl is prefferred
smootly incresing difficulty, but the game stays intresting...
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Jul 05, 2012 6:02 pm    Post subject: Reply with quote

It's not possible to add more than 3 difficulty settings.
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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Thu Jul 12, 2012 3:39 pm    Post subject: Reply with quote

thanks aro this ai is way more better trying now for couple of days
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jul 12, 2012 4:36 pm    Post subject: Reply with quote

The AI will be toned down, don't worry Wink
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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Thu Jul 12, 2012 10:41 pm    Post subject: Reply with quote

until then, i played this one. Thanks for support.
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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Fri Jul 13, 2012 1:41 am    Post subject: Reply with quote

Btw whats planned for the AI like their complexity(like using strategy for example termites with soldiers to guard the moles they're using for artillery to bombard a base)and Intelligence(multiple bases?)?The AI now is a challenge but it kind of spews units out like crazy(which you already know) Smile .

Have any info on how the AI thinks?
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Insomniac
Vehicle Drone


Joined: 09 Jun 2012
Location: Ascension

PostPosted: Fri Jul 13, 2012 8:38 am    Post subject: Reply with quote

Finally, the AI doesn't completely ***-rape me within 10 minutes on the easiest difficulty...
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^Rampastein
Commander


Joined: 11 Oct 2008
Location: Finland

PostPosted: Fri Jul 13, 2012 9:24 am    Post subject: Reply with quote

DMAN wrote:
Btw whats planned for the AI like their complexity(like using strategy for example termites with soldiers to guard the moles they're using for artillery to bombard a base)and Intelligence(multiple bases?)?The AI now is a challenge but it kind of spews units out like crazy(which you already know) Smile .

Base expansions are impossible for the AI to do, and I believe protecting moles like that aswell. Basically the AI is quite limited, for checking what units to build it can check for only one condition and for attacks it mostly directly orders their units to attack something, with the exception of APC attacks.

For example, it can check how many refineries you have and based on that build an attack targeting your refineries; how exactly their units behave when attacking cannot be controlled.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Fri Jul 13, 2012 10:13 am    Post subject: Reply with quote

Quote:
Base expansions are impossible for the AI to do


Aye, that's really unfortunate. It would be great to have them build next to Construction Outposts.
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Starkku
Tiberian Fiend


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jul 13, 2012 10:17 am    Post subject: Reply with quote

Do map-specific AI triggers/taskforces/scripts work in TS multiplayer maps? If yes, it would be possible to achieve more precise control over the actions of AI's units, like using specific waypoints to form attack routes for an example. Of course this would take a lot more effort than just standard AI.ini editing.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 13, 2012 10:19 am    Post subject: Reply with quote

Well, theoreticly it is possible... But only on maps with more then 2 players. I've read a tutorial somewhere, but I never tried it. The main downsides are that I don't know if the tutorial actually works, and that the AI doesn't see a difference between a taken starting position and an empty one (resulting in the AI sending MCVs to 'attack' you), and that it requires a hell lot of work.

So short said: there is a very small chance it is possible, but I guess it's not worth the time to try it, as it has too many flaws #Tongue
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Fri Jul 13, 2012 12:50 pm    Post subject: Reply with quote

The AI can maybe check for enemy presence near the MCV destination, and if the threat rating is too high, it will look for another starting point.

This would not avoid the issue of free MCV kills, but it will reduce it.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 13, 2012 1:08 pm    Post subject: Reply with quote

Vulture wrote:
The AI can maybe check for enemy presence near the MCV destination, and if the threat rating is too high, it will look for another starting point.

This would not avoid the issue of free MCV kills, but it will reduce it.

Can't be done with TS/RA2 AI iirc.
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PePsiCola
Missile Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Aug 02, 2012 3:24 am    Post subject: Reply with quote

Bump.

But, I was testing out a crate mode in TS (just a map INI tweaked with more crates).

The AI fire sale after I destroyed all their factories and had no base, they sent their vehicles to me and that old story but then they got an MCV from a box. They began building a base there, but also building buildings back where their original base was, though their conyard was halfway across the map. I found it interesting, if it isn't old news.

Yes, it doesn't help with base expansion, but does make for having "two bases" just with one conyard however. But, this only works if they have no base, and technically they still have one (the same amount of buildings in a normal base).
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^Rampastein
Commander


Joined: 11 Oct 2008
Location: Finland

PostPosted: Thu Aug 02, 2012 6:58 am    Post subject: Reply with quote

When the AI gets MCVs from crates, they do often start building expansions (building structures to not only their original base, but next to their new CY as well), but that's a rare event. Also, I think it requires at least two conyards to be effective since the AI builds much more structures with multiple conyards because it has multiple production lines.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Aug 02, 2012 2:58 pm    Post subject: Reply with quote

Most of the times it will build duplicates of everything: 2x barracks, 2x tech center, 2x (in TI 4x) war factory, etc. And don't forget: a crapload of defences #Tongue
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Thu Aug 02, 2012 3:01 pm    Post subject: Reply with quote

The SAM site count should really be reduced for the AI base. IIRC there's some rules.ini flag that controls this?
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Aug 02, 2012 3:02 pm    Post subject: Reply with quote

Yeah, but I haven't touched those yet, nor am I sure how they exactly work. I'll need to do some testing to see what the results are.
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^Rampastein
Commander


Joined: 11 Oct 2008
Location: Finland

PostPosted: Thu Aug 02, 2012 3:19 pm    Post subject: Reply with quote

Dutchygamer wrote:
Most of the times it will build duplicates of everything: 2x barracks, 2x tech center, 2x (in TI 4x) war factory, etc. And don't forget: a crapload of defences #Tongue

With Nod there'll be 4 barrackses as well.
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Aug 04, 2012 8:20 am    Post subject: Reply with quote

While ai in my mod is too easy. I found ai in Ti is too hard. One reason is they're build triple faster than player ( with multi factory ). Personally I like challenge ai but this seem too cheat for me. :p
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 05, 2012 5:36 pm    Post subject: Reply with quote

As said, it is being worked on. The current staff version should be a lot better, and if the staff gets of their asses and give me feedback, I can improve it even more #Tongue
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 06, 2012 6:49 am    Post subject: Reply with quote

I hate your AI so much honestly. =,=
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I would like to add very quickly that the 'Magnetit' tank is the best name for a tank. Ever.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Mon Aug 06, 2012 7:09 am    Post subject: Reply with quote

The better the AI, the more it faces hatred #Tongue
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Vulture
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Joined: 08 Jan 2011

PostPosted: Mon Aug 06, 2012 7:36 am    Post subject: Reply with quote

True, true, true #Tongue .

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Aug 06, 2012 9:36 am    Post subject: Reply with quote

So the better I do my job, the more I'm hated? Seems like the opposite of most jobs #Tongue
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 06, 2012 10:32 am    Post subject: Reply with quote

We love you Dutchy, just not your AI. #Tongue
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I would like to add very quickly that the 'Magnetit' tank is the best name for a tank. Ever.

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PePsiCola
Missile Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Aug 07, 2012 5:12 pm    Post subject: Reply with quote

I made a map in Final TI where I'm on an island and three other players are on another island. The map is set to reveal, and I tested it on every AI level.

I use it to figure out...how the AI could ever defend from THOSE attacks #Tongue
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Tue Aug 07, 2012 7:20 pm    Post subject: Reply with quote

They just spam as much units as the other AI's do, so it evens out eventually. AI's defend with pure numbers.

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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Sat Sep 29, 2012 6:46 pm    Post subject: Reply with quote

I Thee Breaking opening of, twi beta4 the ai is still raping my base!
You have to do something to stop this curse ARO!
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Sat Sep 29, 2012 9:36 pm    Post subject: Reply with quote

Play on maps where you can defend your base. Pig of Bays works, but some other maps work quite well too.

And hope you get luck with the early waves; if those aren't too bad you survive and can eventually take the offense. But as I said, you might need some luck with that since you can get some early wave combinations which break your defense with ease.

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DMAN
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Joined: 06 Jul 2012
Location: US

PostPosted: Sat Sep 29, 2012 11:24 pm    Post subject: Reply with quote

My favorite defense strategy against the AI is to build a line of tanks and artillery and have repair tanks between them to sustain their health.Eventually they will get to elite status and be impenetrable leaving you to attack the AI's base without worrying about your own.Also don't forget about anti-air too and some base defenses could be used to back them up.
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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Sun Sep 30, 2012 9:46 am    Post subject: Reply with quote

Good Strategy, i find walls are useless on small
maps in game, but
by replacing with base defense grid
lots of cannnons and turrets works for me the best.
Even ai spamming those units at me. Smile
Artillery and small mechs best for defense.
Cyborg reaper and stealth tank for nod.
And Corridors of obelisk structures.
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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Sun Sep 30, 2012 10:33 pm    Post subject: Reply with quote

I like using vehicles supported by repair tanks the most since their able to have an elite status and boost plus they don't cost money to repair and don't need that much micromanagement helping you in the long run.Only weakness is if their not elite their healing abilities could be hampered by exploiting the repair tanks weakness to direct fire.

Infantry are good to support as bait or reinforcement if elite,and boxing in AA units by walls with repair tanks are a much better strategy than sams or gatty's.I always prefer having less defense and maintenance management to more offensive coordination and control to conquer my enemies.

A good formation that's well controlled can destroy or cripple the enemy.Also if your having trouble with offense always aim for the CY as the highest priority followed by factories that can build an MCV and then other production facilities to the eventual finishing of other units or buildings to defeat that enemy.Also if they rely on tons of defensive structures sap their power supply or if their dug in aim for their refineries to cripple their base entirely.

If you react and retaliate smartly you should survive well. Smile
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PePsiCola
Missile Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Sep 30, 2012 10:54 pm    Post subject: Reply with quote

DMAN wrote:
My favorite defense strategy against the AI is to build a line of tanks and artillery and have repair tanks between them to sustain their health.Eventually they will get to elite status and be impenetrable leaving you to attack the AI's base without worrying about your own.Also don't forget about anti-air too and some base defenses could be used to back them up.


Well what about superweapon defense if you play on Tech 10?
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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Sun Sep 30, 2012 11:18 pm    Post subject: Reply with quote

Superweapons are for plugging holes in the enemy defenses man.

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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Mon Oct 01, 2012 10:10 pm    Post subject: Reply with quote

I finally found TWS more intuitive than any other crap online games i have ever played.
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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Mon Oct 01, 2012 10:56 pm    Post subject: Reply with quote

Ixonoclast I think you mean making holes because I'm not sending my engineers to "plug their holes" Laughing .Plugging would mean more so to repairing as in plugging a hole in a boat to those who believe I'm wrong at what I'm saying(got to get the point sharp Cool ).
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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Oct 02, 2012 4:24 pm    Post subject: Reply with quote

You make a hole and fill it with visceroid obviously! #Tongue

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Mozdimester
Medic


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Wed Oct 03, 2012 7:02 pm    Post subject: Reply with quote

Newer forget to create a couple of visceroids;
recipe:
explosive tiberium Smile
a high number of infantry,
a very long valk near the enemy base:)
Others just come in time.

- Aro, i have missing the medic unit from,
both factions.
For GDI looking for a strong officer type infantry
+ who wears a hewy armor abit slower than
normal infantry + jeep transport vehicle for medic

- for nod like a limpet drone,
or a close clone of limpet drone looking for,
that has an inline stealth generator.

forgive my grammar is Smile
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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Wed Oct 03, 2012 11:27 pm    Post subject: Reply with quote

I do believe a medic is going to the GDI soon since I seen a GDI Medic in the infantry list on FinalTI.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Thu Oct 04, 2012 8:37 am    Post subject: Reply with quote

DMAN wrote:
I do believe a medic is going to the GDI soon since I seen a GDI Medic in the infantry list on FinalTI.


As far as I know it's just a remnant from TS. Either we give both factions a medic unit or it remains as a tech bonus.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Oct 04, 2012 9:44 am    Post subject: Reply with quote

To be perfectly honest, I don't remember why there is a GDI Medic in the list. It is used in the campaign here and there, but other than that I'm not sure why. I removed the GDI medic once I decided to make it a unit that makes the hospital a bit more useful.
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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Thu Oct 04, 2012 10:44 pm    Post subject: Reply with quote

Well I can see the medic being a tech on unit being very balanced but I just miss using a medic as a unit to help maintain a defense strategy using infantry.Still I don't see any reason why medics on both sides would hurt other than changing the hospitals role,but medics on both sides would open up more beginning game/low tech strategies.Maybe medics on both sides could be implemented if the Globotechs medic had and area of effect healing attack?Just and idea,if both sides don't receive medics that's fine with me since TI's balanced and enjoyable how it is.
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Lin Kuei Ominae
President


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 05, 2012 9:43 am    Post subject: Reply with quote

Medics don't fit to Nod. Nod uses either brainwashed cannonfodder infantry or cyborgs.
To GDI a medic would indeed fit, but it would imbalance the game. However veteran and elite abilities mostly make up for the missing medic imo.

The only possibility for both sides without making the GT medic useless, would be some kind of stationary, slow and weak healing object. I could imagine something like an upgrade for the barracks which gives them a small area healing field, so you only have to move your infantry close to them.
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Vulture
Disk Thrower


Joined: 08 Jan 2011

PostPosted: Fri Oct 05, 2012 6:16 pm    Post subject: Reply with quote

Or a small 1×1 building (with a build limit) for GDI only.

Btw, what's going to be done with Tiberium Falls' GDI Lightningrods?

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Fri Oct 05, 2012 6:47 pm    Post subject: Reply with quote

Easy.

Nod has the Hall of Faith for cyborg creation right? Well, give GDI a hospital. Hell, maybe even make it a mobile hospital, like the Mobile Sensor Vehicle.

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DMAN
Soldier


Joined: 06 Jul 2012
Location: US

PostPosted: Sat Oct 06, 2012 5:41 pm    Post subject: Reply with quote

That's a very good idea and it couldn't heal while mobile but can when it's unpacked making it horrible for offense but great for defense.It could be called Mobile Medical Camp or Mobile Field Hospital and would have a machine gun that's the same as the Mobile Sensor Array when moving.
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