Editing the AI

Information and discussion for custom maps and mods.
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TiberFCSL
Posts: 7
Joined: Sat Oct 30, 2010 5:15 pm

Editing the AI

Post by TiberFCSL »

Does anyone know how to edit the AI? Is somewhat similar to Tiberian Sun/Red Alert 2?

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riderr3
Posts: 98
Joined: Sat Feb 26, 2011 11:26 pm
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Post by riderr3 »

editing hackyai.cs ?

In Red Alert 1 AI can be simple edited in Rules.ini ... OpenRA needs STANDARDS for all modding/scripting/mapping. Even now there is a tons of incompatibility between versions, pile of bugs, e.t.c.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

You can adapt the HackyAI at mods/ra/rules/system.yaml at the moment with very limited functionality. The UnitsToBuild percentage is simply ignored. However Valkirie is working on a new BetaAI which is much more customizable and clever Have a look at http://www.sleipnirstuff.com/forum/view ... 82&t=15984

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