Creating buildtrees with NTAI XE7.5
Posted: 26 Mar 2006, 20:19
How's it done? (Is hoping to make a rudimentary AI for low-fatt FF - at the mo AI comms just sit there)
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
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[AI]
{
dynamic_selection=1; \\ set to 0 if you want to manually define scouts
scout_speed=60; \\ if dynamic_selection=1, anything higher than this will be used as a scout
abstract=0; \\ set to 1 if you don't want to define the buildtrees
use_mod_default=0; \\ I think this is pretty much the same as absract
use_mod_default_if_absent=0; \\ If this isn't 0, I think NTAI will crash
cheap_multiplyer=1.3; \\ a higher value will make it build more factories and expensive stuff, but will make it more likely to nanostall
\\ there is a bunch of spacing stuff that I don't remember but you probably don't need to worry about
scouters=CORFAST, ARMFAST; \\ if dynamic_selection=0, you have to manually define the scouters
attackers=CORTHUD. ARMROCK; \\ ditto
kamikaze=ARMVADER, CORROACH; \\ put things that you want to manually self destruct when they are close to an enemy in here, but be warned that if this is defined NTAI will crash
}
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CORSOLAR, CORLAB, CORMEX, CORMEX, CORRADAR
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repeat \\ repeats the buildlist from the beginning
B_ASSAULT \\ builds the most efficient assault unit
B_RAND_ASSAULT \\ builds a random assault unit
B_RADAR \\ builds radar
B_POWER \\ builds something that produced energy
B_MEX \\ builds a mex
B_DEFENCE \\ builds the most efficient defense
B_GEO \\ this has never worked for me, but it is supposed to build a geothermal generator
B_SCOUT \\ builds a scout
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[MOD]
{
[NTAI]
{
tdf_path=lowfatFF;
}
}
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B_RANDOM //builds random stuff
B_MINE // mines, not reccomended
B_FORTIFICATION
B_FACTORY
B_ESTORE
B_MSTORE
B_BUILDER