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Difference between revisions of "AITriggerFailureWeightDelta"

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(Results from testing)
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When an AI [[TeamTypes|TeamType]] is dissolved which hasn't completed its task (through the usage of [[ScriptActions#49|Script Action 49, 0]]), this value, multiplied by {{f|AITriggerTrackRecordCoefficient|link}}, is added to the Weight of every AI Trigger using this TeamType as its primary Team. This value is normally negative, thus it effectively reduces the weight and increases the chances of a different trigger being used by the AI, rather than the same one being re-used.
 
When an AI [[TeamTypes|TeamType]] is dissolved which hasn't completed its task (through the usage of [[ScriptActions#49|Script Action 49, 0]]), this value, multiplied by {{f|AITriggerTrackRecordCoefficient|link}}, is added to the Weight of every AI Trigger using this TeamType as its primary Team. This value is normally negative, thus it effectively reduces the weight and increases the chances of a different trigger being used by the AI, rather than the same one being re-used.
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'''Note:''' Testing suggests that an AI trigger is also considered to have "failed" at least once until its team executes the aforementioned script action, even if the team is still in play.
  
 
See also [[AITriggerTypes#Weights|AI Trigger Type Weights]].
 
See also [[AITriggerTypes#Weights|AI Trigger Type Weights]].

Revision as of 15:53, 23 June 2024

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: AITriggerFailureWeightDelta
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Applicable to: General


When an AI TeamType is dissolved which hasn't completed its task (through the usage of Script Action 49, 0), this value, multiplied by AITriggerTrackRecordCoefficient, is added to the Weight of every AI Trigger using this TeamType as its primary Team. This value is normally negative, thus it effectively reduces the weight and increases the chances of a different trigger being used by the AI, rather than the same one being re-used.

Note: Testing suggests that an AI trigger is also considered to have "failed" at least once until its team executes the aforementioned script action, even if the team is still in play.

See also AI Trigger Type Weights.