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Age of Empires III Heaven » Forums » Modding Discussions » How to use Modded AI on ESO Online?
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Topic Subject:How to use Modded AI on ESO Online?
blazin_ammo_604
Skirmisher
posted 03-16-20 06:27 PM EDT (US)         
Hi,

I'm having difficulty implementing a very simple modification to the aimain.xs file in which I simply added a custom map of mine, ffaworld, to be included as a gwatermap (like Amazonia and Caribbean) to allow for the AI to transport units in ships and unload them.

The modded AI file works perfectly whenever I test it in singleplayer, but as soon as I try to play the map online with friends, we get an out of sync message after about 15 seconds of gameplay.

If anyone could offer me any help as to how to fix this problem, it would be greatly appreciated. Thank you!
AuthorReplies:
murdilator
Skirmisher
posted 03-17-20 04:03 AM EDT (US)     1 / 3       
To play online or on LAN you all need the AI installed. It doesn't work with just one AI installed.

The AI that is custom loads with "AILoaderStandard.xs" into AIDraugurMain.xs and AIDraugurHeader.xs. But when you have more than one AI being loaded at a time, AIMain.xs and AIHeader.xs are being loaded by the other players.

It should work online if all players have the custom AI installed.

Another solution is in the editor go to map types and select "AItransportuseful" and "AIFishinguseful" and "AItransportrequire". This should, unless its a very potent modification, allow the AI to use transport ships.

[This message has been edited by murdilator (edited 03-17-2020 @ 04:07 AM).]

blazin_ammo_604
Skirmisher
posted 03-19-20 07:20 PM EDT (US)     2 / 3       
Ah, that explains it. Thank you so much! Do you know if I can possibly use the "AItransportuseful" and "AIFishinguseful" and "AItransportrequire" commands in my rms script to achieve the same effect?

I was playing around with the coding and plugged in those commands into the rmSetMapType functions and, while the map was able to load properly, it didn't have any effect.

I want to preserve the fact that my map is an rms, because I like the randomness associated with it, and so don't want to convert it to a scenario.

Ideally, I want it so that people can simply download my rms and play it right out of the box with an Ai that transports units without having to install the same AI.xs file as the host...
murdilator
Skirmisher
posted 03-24-20 09:03 AM EDT (US)     3 / 3       
I don't know how to do this, probably what I would guess is that Map types handles treasures, and the AI code works if it loads for instance, "Amazonia" or "Caribbean". My AI works on New Maps as well as old:

Here is NE Governor's Vinland
   // Set up default water.
rmSetSeaLevel(2.0);
rmSetSeaType("great lakes ice");
rmSetBaseTerrainMix("greatlakes_snow");
rmSetMapType("yukon");
rmSetMapType("snow");
rmSetMapType("water");
rmSetMapType("AITransportRequired");
rmSetMapType("AITransportUseful");
rmSetMapType("AIFishingUseful");
rmSetLightingSet("308b_caribbeanlight");
rmSetGlobalSnow( 1.0 );

The AI builds ships, but it needs AI btRaid priorities up to 1.0 and btoffensedefense bonus 0.5. This will allow the AI to load a ship with troops to various islands. It does not take them off or move them afterwards!
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