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AIBasePlanningSide

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Revision as of 18:46, 19 May 2011 by Graion Dilach (talk | contribs) (Added Dcoder's findings about AIBasePlanningSide. Special thanks to EricAnimeFreak for showcasing.)
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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: 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 Side|link} on the {f|Countries|link} list)
1 Side|link} derived from the {f|Countries|link} list)
2 Side|link} derived from the {f|Countries|link} list)
3[RockPatch is obsolete; please remove this template from the page] Side|link} derived from the {f|Countries|link} list)(See here)

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