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Difference between revisions of "AIBasePlanningSide"

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{{Flag
 
{{Flag
|name={{PAGENAME}}
+
|files={{categ|ini=rules}}
|files={{ini|rules}}
+
|values={{values|signed integers}}
|values=0, 1, 2
+
|default=–1
|default=
+
|types={{categ|BuildingTypes}}
|types=[[BuildingTypes]]
 
 
|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
 
|rp=yes
 
|rp=yes
 
}}
 
}}
In {{ra2}} and  {{yr}}, every [[side]] has its own version of a building, plus some special ones. Due to the wacky way the game is coded, however, many of them have their {{TTL|Owner}} set to everything, and the AI isn't particularly known for adhering the {{tt|[[Prerequisite]]s}}. This, of course, would lead to the AI building every building of every side, without any order, which is most certainly not desired. To prevent this, the coders introduced {{tt|{{PAGENAME}}}}.
 
  
{{tt|{{PAGENAME}}}} assigns the building it is set on to one specific side's tech tree, which is then followed by the AI<!-- (in its ''base planning'' - get it?)-->.
+
In {{ra2}} and  {{yr}}, every [[side]] has its own version of a building, plus some special ones. Due to the wacky way the game is coded, however, many of them have their {{TTL|Owner}} set to everything, and the AI isn't particularly known for adhering the {{tt|[[Prerequisite]]s}}. This, of course, would lead to the AI building every building of every side, without any order, which is most certainly not desired. To prevent this, the coders introduced {{tt|AIBasePlanningSide}}.
  
 +
{{tt|AIBasePlanningSide}} assigns the building it is set on to one specific side's tech tree, which is then followed by the AI<!-- (in its ''base planning'' - get it?)-->.
  
 
{| align="center" cellpadding="4" class="table_descrow"
 
{| align="center" cellpadding="4" class="table_descrow"
 
!Value
 
!Value
 
!Side
 
!Side
 +
|-
 +
|&ndash;1
 +
|All sides
 
|-
 
|-
 
|0
 
|0
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|}
 
|}
  
 +
{{Tt|AIBasePlanningSide}} ''must'' be set on all [[BuildingTypes]] for the AI to be able to use them correctly.
  
{{tt|{{PAGENAME}}}} ''must'' be set on a [[BuildingTypes|BuildingType]], or the AI will not be able to use it correctly. As indicated by the table, value "2" is only valid in {{yr}}, and value "3" is only valid in pd's [[RockPatch]].
+
{{Tt|AIBasePlanningSide}} also affects other aspects of the game, notably [[The Infiltration System#ra2yr|Stolen Tech]]
 
 
==See also==
 
*[[BuildingTypes]]
 
*[[Side]]
 
 
 
[[Category:INI Flags]]
 
[[Category:BuildingTypes Flags]]
 

Revision as of 16:09, 8 June 2008

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: AIBasePlanningSide
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: –1
Applicable to: BuildingTypes


In Red Alert 2 and Yuri's Revenge, every side has its own version of a building, plus some special ones. Due to the wacky way the game is coded, however, many of them have their Template:TTL set to everything, and the AI isn't particularly known for adhering the Prerequisites. This, of course, would lead to the AI building every building of every side, without any order, which is most certainly not desired. To prevent this, the coders introduced AIBasePlanningSide.

AIBasePlanningSide assigns the building it is set on to one specific side's tech tree, which is then followed by the AI.

Value Side
–1 All sides
0 Allied (all Template:TTL)
1 Soviet (all Template:TTL)
2Yro.png Yuri (all Template:TTL)
3[RockPatch is obsolete; please remove this template from the page] Fourth Side (See here)

AIBasePlanningSide must be set on all BuildingTypes for the AI to be able to use them correctly.

AIBasePlanningSide also affects other aspects of the game, notably Stolen Tech