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Mobile Structures
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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Fri Dec 16, 2011 11:43 pm    Post subject:   Mobile Structures
Subject description: please help!!!
Reply with quote

In my mod, I want the AI to build certain structures but only in late game, by making vehicles that are built just when I want to (as in AI.ini you can only make teams of units), and making them deploy into the high tier structures.

I did it with the Obelisk, Upgrade Center and Missile Silo: they are built, but the AI doesn't deploy them.... although when I use them, I can deploy them.

It cannot be a problem with the script, as I have set
Code:
[DEPLOY]
Name=Deploy
0=9,0  ;Deploy
1=49,0 ;If it doesn't work at the first attempt


This is an example code from the Missile Silo in RULES.INI:
Code:
[MNAMISL]
DeployToFire=yes
BuildLimit=1
Nominal=yes
Primary=none
Image=MCV
Name=Mobile Missile Silo
Prerequisite=DUMMYBUILD
Category=Support
Strength=725
Armor=heavy
DeploysInto=NAMISL
TechLevel=10
Sight=20
Speed=3
Owner=Nod
CrateGoodie=no
Cost=1300
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
AllowedToStartInMultiplayer=no
AIBuildThis=yes

This is the TeamType code:
Code:

[MOBNAMISL]
Name=Mobile Missile Silo Deploying
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=Nod
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
Whiner=yes
LooseRecruit=no
Aggressive=no
Suicide=no
Priority=1
Max=1
TechLevel=10
Group=-1
OnTransOnly=no
AvoidThreats=no
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=yes
OnlyTargetHouseEnemy=yes
Script=DEPLOY
TaskForce=MNAMISL


It can't be a problem with the AI Trigger since the AI builds it.
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Allen
Cyborg Firebomber


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Dec 17, 2011 2:53 am    Post subject: Reply with quote

Never had much luck with adding new unit from scrach. I would try a unit with a long range dummy weapon and deploytofire= tag.
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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Sat Dec 17, 2011 2:50 pm    Post subject: Reply with quote

Could you explain a bit more what you are saying please?
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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 17, 2011 3:22 pm    Post subject: Reply with quote

Primary=none



change that in, for example, 155mm and try it again
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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Sat Dec 17, 2011 3:27 pm    Post subject: Reply with quote

I've already tried that but nothing happens.
I wonder if the problem is that the unit doesn't have the necessary space to deploy, so I've been playing with the scripts with no results.
Is there a way to tell the unit to find a place when it can be deployed and then do it?
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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Sat Dec 17, 2011 4:14 pm    Post subject: Problem Solved!!!!!!! Reply with quote

I've just put the tag "SensorArray=yes" at the structures I want to be deployed and the vehicles deploy!!!!!
Don't know if it works with "ConstructionYard=yes"

That's how the MCV looks for enough space then it deploys!!!!

(I hope this thread to be helpful for modders that try to do this kind of things)
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Dec 17, 2011 6:02 pm    Post subject: Reply with quote

Quote:
I've just put the tag "SensorArray=yes" at the structures I want to be deployed and the vehicles deploy!!!!!
Don't know if it works with "ConstructionYard=yes"


Those structures can't be sold though, if you try to sell them they'll just revert back to their mobile state.
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TiberFCSL
Cyborg Cannon


Joined: 10 Nov 2006

PostPosted: Sat Dec 17, 2011 6:28 pm    Post subject: Reply with quote

But those structures don't have the tag "UnDeploysInto", so how're they supposed to go back to mobile state when sold by the AI? Could it result in an IE?

At least for the human player you're wrong, because I've just tried my mod and I can sell all those structures as normal.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Dec 17, 2011 6:43 pm    Post subject: Reply with quote

My mistake, I was meant to say that Structures that use the SensorArray=yes tag can't be sold if it has a mobile state.

(Taking notes not to post with a hangover)
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Dec 17, 2011 8:36 pm    Post subject: Reply with quote

Can't you just do them up like the Nod artillery? Make them undeployable of course and give them a much larger range so the AI can't basecrawl with them.
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