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Re: Limitation of actions in the aiscript file
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enigma1
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Posts: 59
Join Date: Dec 2007
Default Re: Limitation of actions in the aiscript file - 06-12-2007

Hi Tom,

Great thanks, I just tried it and works fine. So hopefully I should be able to finish this.

I encountered few other issues still haven't investigated in depth.

The first one on the mlb_temple is with the main bridge where the tank passes. With the regular (mlb_temple not mlb_temple_final) there are 2 constructions, one on each side of the bridge. So if I define the first one (on the allies side) to be a major construction, I can see the engineer going there builiding it allright and then starts spinning around.

To get around it I made the first one a minor construction and then within the aiscript I activate conditionally the next action for the bridge construction on the axis side (which is a major one). This way it seems to work, as long as there is no heavy fighting the allies engies will build the first structure and then proceed to the next one.

Another issue I noticed is that durung fighting at the beginning where the canyon is, both axis and allies insist to move forward to meet each other and they end up in the water of course. Then the only way out of it, is through the well. Well there is some notes in the wiki about it, haven't got a chance to deploy the fakebrushes yet. But my question is, is there some switch for the bots (at least the engies) so they won't have to jump forward during fighting? Haven't seen anything in the docs.

Another issue I'm having is that I cannot conditionally connect nodes for non-constructibles. Like where dynamites are placed inside the temple I will have to simply connect nodes. The problem comes if the axis engies defuse the dynamites, the nodes will end up connected as each of these action to connect nodes will trigger unconditionally. I am going to try 2 different actions for each wall but I may end up exceeding the 32 actions limit.

I am deploying a bunch of actions in the aiscript to connect nodes when the dynamites explode within the temple, the reason I run out of actions earlier on.

Thanks again, nice work with the transmitter btw.

Regards
CK-Chaos
  
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