This page describes all AI scripting and mapping related additions and changes introduced by Phobos.
- Script action
Move to cell
now obeys YR cell calculation now. Using1000 * Y + X
as its cell value. (was128 * Y + X
as it's a RA1 leftover) - The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
- Map trigger action
125 Build At...
can now play buildup anim optionally (needs following changes tofadata.ini
. - Both Global Variables (
VariableNames
inrulesmd.ini
) and Local Variables (VariableNames
in map) are now unlimited. - Script action
Deploy
now has vehicles withDeploysInto
searching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck.
- These actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a generic pre-defined group. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value).
- For threat-based attack actions
TargetSpecialThreatCoefficientDefault
andEnemyHouseThreatBonus
tags fromrulesmd.ini
are accounted. - All aircraft that attack other air units will end the script. This behavior is intentional because without it aircraft had some bugs that weren't fixable at the time of developing the feature.
AITargetTypes
actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a modder-defined group fromAITargetTypess
. Look at the tables below for the possible actions (first parameter value) and arguments (the second parameter value).
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; For i values check the next table
Action | Argument | Repeats | Target Priority | Description |
---|---|---|---|---|
10000 | Target Type# | Yes | Closer | |
10001 | Target Type# | No | Closer | Ends when a team member kill the designated target |
10002 | AITargetTypes index# |
Yes | Closer | |
10003 | AITargetTypes index# |
No | Closer | Ends when a team member kill the designated target |
10004 | AITargetTypes index# |
Yes | Closer | Picks 1 random target from the list |
10005 | Target Type# | Yes | Farther | |
10006 | Target Type# | No | Farther | Ends when a team member kill the designated target |
10007 | AITargetTypes index# |
Yes | Farther | |
10008 | AITargetTypes index# |
No | Farther | Ends when a team member kill the designated target |
10009 | AITargetTypes index# |
Yes | Farther | Picks 1 random target from the list |
10010 | Target Type# | Yes | Closer, higher threat | |
10011 | Target Type# | No | Closer, higher threat | Ends when a team member kill the designated target |
10012 | AITargetTypes index# |
Yes | Closer, higher threat | |
10013 | AITargetTypes index# |
No | Closer, higher threat | Ends when a team member kill the designated target |
10014 | Target Type# | Yes | Farther, higher threat | |
10015 | Target Type# | No | Farther, higher threat | Ends when a team member kill the designated target |
10016 | AITargetTypes index# |
Yes | Farther, higher threat | |
10017 | AITargetTypes index# |
No | Farther, higher threat | Ends when a team member kill the designated target |
- The following values are the Target Type# which can be used as second parameter of the new attack script actions:
Value | Target Type | Description |
---|---|---|
1 | Anything | Any enemy VehicleTypes , AircraftTypes , InfantryTypes and BuildingTypes |
2 | Structures | Any enemy BuildingTypes without Artillary=yes , TickTank=yes , ICBMLauncher=yes or SensorArray=yes |
3 | Ore Miners | Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes , BuildingTypes with ResourceGatherer=yes |
4 | Infantry | Any enemy InfantryTypes |
5 | Vehicles | Any enemy VehicleTypes , AircraftTypes , BuildingTypes with Artillary=yes , TickTank=yes , ICBMLauncher=yes & SensorArray=yes |
6 | Factories | Any enemy BuildingTypes with a Factory= setting |
7 | Base Defenses | Any enemy BuildingTypes with IsBaseDefense=yes |
8 | House Threats | Any object that targets anything of the Team's House or any enemy that is near to the Team Leader |
9 | Power Plants | Any enemy BuildingTypes with positive Power= values |
10 | Occupied | Any BuildingTypes with garrisoned infantry |
11 | Tech Buildings | Any BuildingTypes with Unsellable=yes , Capturable=yes , negative TechLevel= values or appears in [AI]>NeutralTechBuildings= list |
12 | Refinery | Any enemy BuildingTypes with Refinery=yes or ResourceGatherer=yes , VehicleTypes with ResourceGatherer=yes & Harvester=no (i.e. Slave Miner) |
13 | Mind Controller | Anything VehicleTypes , AircraftTypes , InfantryTypes and BuildingTypes with MindControl=yes in the weapons Warheads |
14 | Air Units | Any enemy AircraftTypes , flying VehicleTypes or InfantryTypes |
15 | Naval | Any enemy BuildingTypes and VehicleTypes with a Naval=yes , any enemy VehicleTypes , AircraftTypes , InfantryTypes in a water cell |
16 | Disruptors | Any enemy objects with positive InhibitorRange= values, positive RadarJamRadius= values, CloakGenerator=yes or GapGenerator=yes |
17 | Ground Vehicles | Any enemy VehicleTypes without Naval=yes , landed AircraftTypes , Deployed vehicles into BuildingTypes |
18 | Economy | Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes , BuildingTypes with Refinery=yes , ResourceGatherer=yes or OrePurifier=yes |
19 | Infantry Factory | Any enemy BuildingTypes with Factory=InfantryType |
20 | Vehicle Factory | Any enemy BuildingTypes with with Naval=no and Factory=UnitType |
21 | Aircraft Factory | Any enemy BuildingTypes with Factory=AircraftType |
22 | Radar | Any enemy BuildingTypes with Radar=yes or SpySat=yes |
23 | Tech Lab | Any enemy BuildingTypes in [AI]>BuildTech= list |
24 | Naval Factory | Any enemy BuildingTypes with Naval=yes and Factory=UnitType |
25 | Super Weapon | Any enemy BuildingTypes with SuperWeapon= , SuperWeapon2= or SuperWeapons= |
26 | Construction Yard | Any enemy BuildingTypes with ConstructionYard=yes and Factory=BuildingType |
27 | Neutrals | Any neutral object (Civilian) |
28 | Generators | Any enemy BuildingTypes with CloakGenerator=yes or GapGenerator=yes |
29 | Radar Jammer | Any enemy objects with positive RadarJamRadius= values |
30 | Inhibitors | Any enemy objects with positive InhibitorRange= values |
31 | Naval Units | Any enemy VehicleTypes with a Naval=yes or any enemy VehicleTypes , AircraftTypes , InfantryTypes in a water cell |
32 | Mobile Units | Anything VehicleTypes , AircraftTypes and InfantryTypes |
33 | Capturable | Any BuildingTypes with Capturable=yes or any BuildingTypes with BridgeRepairHut=yes and Repairable=yes |
34 | Area Threats | Any enemy object that is inside of the Team Leader's Guard Area |
35 | Vehicle & Naval Factory | Any enemy BuildingTypes with Factory=UnitType |
36 | Non-defensive Structures | Any enemy BuildingTypes with IsBaseDefense=no |
- The second parameter with a 0-based index for the
AITargetTypes
section specifies the list of possibleVehicleTypes
,AircraftTypes
,InfantryTypes
andBuildingTypes
that can be evaluated. - The
AITargetTypes
index# values are obtained in the newAITargetTypes
section that must be declared inrulesmd.ini
:
In rulesmd.ini
:
[AITargetTypes] ; List of TechnoType lists
0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE
1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE
; ...
- These actions instructs the TeamType to use the TaskForce to approach the target specified by the second parameter. Look at the tables below for the possible actions (first parameter value).
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; For i values check the next table
Action | Argument | Target Owner | Target Priority | Description |
---|---|---|---|---|
10050 | Target Type# | Enemy | Closer, higher threat | |
10051 | [AITargetType] index# | Enemy | Closer, higher threat | |
10052 | [AITargetType] index# | Enemy | Closer | Picks 1 random target from the selected list |
10053 | Target Type# | Friendly | Closer | |
10054 | [AITargetType] index# | Friendly | Closer | |
10055 | [AITargetType] index# | Friendly | Closer | Picks 1 random target from the selected list |
10056 | Target Type# | Enemy | Farther, higher threat | |
10057 | [AITargetType] index# | Enemy | Farther, higher threat | |
10058 | [AITargetType] index# | Enemy | Farther | Picks 1 random target from the selected list |
10059 | Target Type# | Friendly | Farther | |
10060 | [AITargetType] index# | Friendly | Farther | |
10061 | [AITargetType] index# | Friendly | Farther | Picks 1 random target from the selected list |
- Puts the TaskForce into Area Guard mode for the given units of time. Unlike the original timed Guard script action (
5,n
) that just stays in place doing a basic guard operation this action has a more active role attacking nearby invaders or defending units that needs protection.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=10100,n ; integer, time in ingame seconds
- If the TaskForce contains unit(s) that use ammo then the the script will not continue until all these units have fully refilled the ammo.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=10101,0
- Puts the TaskForce into Area Guard mode for the given amount of time around the Team Leader (this unit remains almost immobile until the action ends). The default radius around the leader is
[General] > CloseEnough
and the units will not leave that area.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=10102,n
- If the TaskForce contains unit(s) that can be carried by the transports of the same TaskForce then this action will make the units enter the transports. In single player missions the next action must be "Wait until fully loaded" (
43,0
) or the script will not continue.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=10103,0
- When executed before a new Attack ScriptType actions like
Generic Target Type Attack
actions andAITargetTypes Attack
actions the TeamType will remember that must wait 1 second if no target was selected. The second parameter is a positive value that specifies how much retries the Attack will do when no target was found before new Attack ScriptType Action is discarded & the script execution jumps to the next line. The value0
means infinite retries.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=12000,n ; integer n=0
- By default
Moving Team to techno location
actions ends when the Team Leader reaches a distance declared in rulesmd.ini calledCloseEnough
. When this action is executed before the actionsMoving Team to techno location
overwritesCloseEnough
value. This action works only the first time andCloseEnough
will be used again the next Movement action.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=12001,n
- Sets how the Movement actions ends and jumps to the next line. This action works only the first time and
CloseEnough
will be used again the next Movement action.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=12002,n
- The possible argument values are:
Argument | Action ends when... |
---|---|
0 | Team Leader reaches the minimum distance |
1 | One unit reaches the minimum distance |
2 | All team members reached the minimum distance |
- When executed before a new Attack ScriptType actions like
Generic Target Type Attack
actions andAITargetTypes Attack
actions the TeamType will remember that must be rewarded increasing the current weight of the AI Trigger when the TeamType Target was killed by any of the Team members. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. The second parameter is a positive value.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=14000,n ; integer n=0
- When executed this increases the current weight of the AI Trigger. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. Take note that all TeamTypes of the same AI Trigger will update the AI Trigger Current Weight sooner or later. The second parameter is a positive value. Take note that the original game only uses the first of the two Teams for calculating the AI Trigger Current weight at the end of the Trigger life, this action ignores if the Team is the first or the second of the AI Trigger and the Current weight is calculated when is executed the action.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=14001,n
- When executed this decreases the current weight of the AI Trigger. Details same as above.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=14002,n
- Is just the opposite effect of the script action
49,0
. Like if the Team failed.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=14003,0
- When the timer ends the current script action ends and start again the same script action. The timer jump repeats again (infinite loop) until is stopped with action
16002
or the team is destroyed.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=16000,n ; integer n=0, in ingame seconds
- When the timer ends the current script action ends and start the next one in the script type list.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=16001,n ; integer n=0, in ingame seconds
- If the Timed Jumps were activated this action stop the process.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=16002,0
- When executed this action picks a random value between 1 and 100. If the value is equal or below the second parameter then the next action will be skipped. If the second parameter is 0 means that the next action will never be skipped and 100 means thay always will be skipped.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=16003,n ; where 0 > n <= 100
- When executed this action picks a random Script Type and replaces the current script by the new picked one. The second parameter is a 0-based index from the new section
AIScriptsList
explained below.
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=16004,n
The second parameter is a 0-based index for the AIScriptsList
section that specifies the list of possible ScriptTypes
that can be evaluated. The new AIScriptsList
section must be declared in rulesmd.ini
for making this script work:
In rulesmd.ini
:
[AIScriptsList] ; List of ScriptType lists
0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE
1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE
; ...
- Operate a variable's value
- The variable's value type is int16 instead of int32 in trigger actions for some reason, which means it ranges from -2^15 to 2^15-1.
- Any numbers exceeding this limit will lead to unexpected results!
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18000 <= i <= 18023, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the param value.
- Operate a variable's value using a local variable's value
- Similar to 18000-18023, but the number to operate the value is being read from a local variable
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18024 <= i <= 18047, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the local variable index.
- Operate a variable's value using a global variable's value
- Similar to 18000-18023, but the number to operate the value is being read from a global variable
In aimd.ini
:
[SOMESCRIPTTYPE] ; ScriptType
x=i,n ; where 18048 <= i <= 18071, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the global variable index.
This category is empty for now.
- Save the current game immediately (singleplayer game only).
- These vanilla CSF entries will be used:
TXT_SAVING_GAME
,TXT_GAME_WAS_SAVED
andTXT_ERROR_SAVING_GAME
. - The save's description will look like
MapDescName - CSFText
. - For example:
Allied Mission 25: Esther's Money - Money Stolen
.
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],500,4,[CSFKey],0,0,0,0,A,[ActionX]
...
- Operate a variable's value
- The variable's value type is int32, which means it ranges from -2^31 to 2^31-1.
- Any numbers exceeding this limit will lead to unexpected results!
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVariable],0,A,[ActionX]
...
Operation | Description |
---|---|
0 | CurrentValue = Number |
1 | CurrentValue = CurrentValue + Number |
2 | CurrentValue = CurrentValue - Number |
3 | CurrentValue = CurrentValue * Number |
4 | CurrentValue = CurrentValue / Number |
5 | CurrentValue = CurrentValue % Number |
6 | CurrentValue = CurrentValue leftshift Number |
7 | CurrentValue = CurrentValue rightshift Number |
8 | CurrentValue = ~CurrentValue |
9 | CurrentValue = CurrentValue xor Number |
10 | CurrentValue = CurrentValue or Number |
11 | CurrentValue = CurrentValue and Number |
- Generate a random integer ranged in [Min, Max] and store it in a given variable
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],502,0,[VariableIndex],[Min],[Max],[IsGlobalVariable],0,A,[ActionX]
...
- Print a variable value to the message list
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],503,[VariableIndex],0,[IsGlobalVariable],0,0,0,A,[ActionX]
...
- Operate a variable's value with another variable's value
- Similar to 501, but the operation number is read from another variable
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperationIndex],[IsGlobalVariable],[IsOperationGlobalVariable],A,[ActionX]
...
Operation
can be looked up at action 501
- Launch a Super Weapon from [SuperWeaponTypes] list at a specified location.
HouseIndex
can take various values:
House Index | Description |
---|---|
>= 0 | The index of the current House in the map |
4475-4482 | Like in the index range 0-7 |
-1 | Pick a random House that isn't Neutral |
-2 | Pick the first Neutral House |
-3 | Pick a random Human Player |
- Coordinates X & Y can take possitive values or -1, in which case these values can take a random value from the visible map area.
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],505,0,0,[SuperWeaponTypesIndex],[HouseIndex],[CoordinateX],[CoordinateY],A,[ActionX]
...
- Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint.
In mycampaign.map
:
[Actions]
...
ID=ActionCount,[Action1],506,0,0,[SuperWeaponTypesIndex],[HouseIndex],[WaypointIndex],0,A,[ActionX]
...
- Compares the variable's value with given number
In mycampaign.map
:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX]
...
Event ID | Description | Global |
---|---|---|
500 | CurrentValue > Number | No |
501 | CurrentValue < Number | No |
502 | CurrentValue = Number | No |
503 | CurrentValue >= Number | No |
504 | CurrentValue <= Number | No |
505 | CurrentValue & Number | No |
506 | CurrentValue > Number | Yes |
507 | CurrentValue < Number | Yes |
508 | CurrentValue = Number | Yes |
509 | CurrentValue >= Number | Yes |
510 | CurrentValue <= Number | Yes |
511 | CurrentValue & Number | Yes |
- Compares the variable's value with given local variable value
In mycampaign.map
:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX]
...
Event ID | Description | Global |
---|---|---|
512 | CurrentValue > LocalVariableValue | No |
513 | CurrentValue < LocalVariableValue | No |
514 | CurrentValue = LocalVariableValue | No |
515 | CurrentValue >= LocalVariableValue | No |
516 | CurrentValue <= LocalVariableValue | No |
517 | CurrentValue & LocalVariableValue | No |
518 | CurrentValue > LocalVariableValue | Yes |
519 | CurrentValue < LocalVariableValue | Yes |
520 | CurrentValue = LocalVariableValue | Yes |
521 | CurrentValue >= LocalVariableValue | Yes |
522 | CurrentValue <= LocalVariableValue | Yes |
523 | CurrentValue & LocalVariableValue | Yes |
- Compares the variable's value with given global variable value
In mycampaign.map
:
[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX]
...
Event ID | Description | Global |
---|---|---|
524 | CurrentValue > GlobalVariableValue | No |
525 | CurrentValue < GlobalVariableValue | No |
526 | CurrentValue = GlobalVariableValue | No |
527 | CurrentValue >= GlobalVariableValue | No |
528 | CurrentValue <= GlobalVariableValue | No |
529 | CurrentValue & GlobalVariableValue | No |
530 | CurrentValue > GlobalVariableValue | Yes |
531 | CurrentValue < GlobalVariableValue | Yes |
532 | CurrentValue = GlobalVariableValue | Yes |
533 | CurrentValue >= GlobalVariableValue | Yes |
534 | CurrentValue <= GlobalVariableValue | Yes |
535 | CurrentValue & GlobalVariableValue | Yes |
In mycampaign.map
:
[Events]
...
ID=EventCount,...,600,2,0,0,...
...