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  • ...rrison building instead of garrisonning it. (The [[YR]] [[AI/ScriptActions|AI Script Actions]] include actions especially for Garrisoning buildings and e ...those civilian bunkers are to the player locations? ''Never do that!'' The AI will destroy them prior to building it's own base.
    3 KB (396 words) - 09:42, 27 November 2009
  • ...most other object arrays in the game, this one's order is very important - AI Scripts can only attack a specific BuildingType via its index in this array ...the same way RA2 did, and was actually usable unlike FinalAlert, and their AI Editor, this can cause a lot of problems for modders that write all their s
    35 KB (3,846 words) - 00:35, 16 August 2019
  • ...weight and increases the chances of a different trigger being used by the AI, rather than the same one being re-used. See also [[AITriggerTypes#Weights|AI Trigger Type Weights]].
    708 bytes (107 words) - 09:16, 27 November 2009
  • ...weight and increases the chances of a different trigger being used by the AI, rather than the same one being re-used. See also [[AITriggerTypes#Weights|AI Trigger Type Weights]].
    714 bytes (107 words) - 09:16, 27 November 2009
  • ...t working, however, through AI Scripting, this can be re-enabled (see [[AI/ScriptActions]] for more info).
    1 KB (189 words) - 23:56, 24 March 2013
  • ...tional statements (the conditions are determined through [[triggers]] or [[AI triggers]] instead). ...Tt|1=Name=}} for your own reference, which third party tools such as [[C&C AI Editor]] or [[FinalAlert 2]] usually can utilize as well.
    2 KB (389 words) - 11:33, 7 June 2023
  • ...from a [[Triggers|Map Trigger]]) describes the conditions under which the AI will consider creating this trigger's associated Team(s) to perform a speci ...what you are doing. Consider using [[C&C AI Editor]] or [[FinalAlert 2]]'s AI Editor instead.}}
    10 KB (1,460 words) - 23:15, 30 January 2024
  • | AI ...on Yard does not have {{f|AIBuildThis|yes|link}} set and the owning side's AI was present in the game.
    30 KB (4,812 words) - 11:40, 7 June 2023
  • |files={{Categ|ini=ai}}, {{Categ|maps}} ...attack. These can be set to yes/no. Depending on the current [[ScriptTypes/ScriptActions|script action]] being executed and the combination of these two entries, th
    4 KB (600 words) - 11:07, 7 June 2023
  • ...be precisely predicted -- thus these serve as guidelines for the computer AI.''<br/>—[https://github.com/electronicarts/CnC_Remastered_Collection/blob ...game's source code, they are used to specify general target categories for AI [[teams]] and [[SpecialWeapons|special weapons]] ([[SuperWeaponTypes|super
    4 KB (492 words) - 17:26, 17 June 2023