AIBasePlanningSide: Difference between revisions
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{{Flag | {{Flag | ||
| | |files={{categ|ini=rules}} | ||
| | |values={{values|signed integers}} | ||
| | |default=–1 | ||
| | |types={{categ|Technoes}} | ||
| | |ra2=yes | ||
| | |yr=yes | ||
| | |rp=yes | ||
}} | }} | ||
<br> | |||
== On All TechnoTypes == | |||
Influences the [[Cameo Sorting]] order. | |||
== On BuildingTypes only == | |||
=== Stolen Technology === | |||
{{Tt|AIBasePlanningSide}} affects the Technology Centers' role in the [[The Infiltration System#ra2yr|Stolen Tech]] logic. | |||
=== AI Base Planning === | |||
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 {{f|Owner|link}} 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 | ||
|- | |||
|–1 | |||
|All sides | |||
|- | |- | ||
|0 | |0 | ||
|Allied ( | |Allied (First country's {{f|Side|link}} on the {{f|Countries|link}} list) | ||
|- | |- | ||
|1 | |1 | ||
|Soviet ( | |Soviet (Second defined {{f|Side|link}} derived from the {{f|Countries|link}} list) | ||
|- | |- | ||
|2{{yro}} | |2{{yro}} | ||
|Yuri ( | |Yuri (Third defined {{f|Side|link}} derived from the {{f|Countries|link}} list) | ||
|- | |- | ||
|3{{rpo}} | |3{{rpo}} | ||
|Fourth Side (See [[RockPatch Docs:Adding a new Side|here]]) | |Fourth Side (Fourth defined {{f|Side|link}} derived from the {{f|Countries|link}} list)(See [[RockPatch Docs:Adding a new Side|here]]) | ||
|} | |} | ||
{{Tt|AIBasePlanningSide}} ''must'' be set on all [[BuildingTypes]] for the AI to be able to use them correctly. | |||
{{ | |||
Latest revision as of 18:48, 19 May 2011
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: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
On All TechnoTypes
Influences the Cameo Sorting order.
On BuildingTypes only
Stolen Technology
AIBasePlanningSide affects the Technology Centers' role in the Stolen Tech logic.
AI Base Planning
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 Owner 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 (First country's Side on the Countries list) |
1 | Soviet (Second defined Side derived from the Countries list) |
2 | Yuri (Third defined Side derived from the Countries list) |
3[RockPatch is obsolete; please remove this template from the page] | Fourth Side (Fourth defined Side derived from the Countries list)(See here) |
AIBasePlanningSide must be set on all BuildingTypes for the AI to be able to use them correctly.