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Battlezone
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misn02.aip
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1998-01-19
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4KB
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153 lines
/*****************************************************************************
Default.AIP
*****************************************************************************/
#include "aipdef.h"
// How often do we recompute the strategy?
int recompute_strategy_period = 10;
int VERBOSE_SCHEDULER = 0;
// PRIORITIES
int ground_unit_threat = 5; //50
int threat_priority = 1000;
int distance_priority = -1; // was -1
int defend_buildings_priority = 10;
int attack_enemy_base_priority = 3000; //50
int persistence_priority = 5;
int exploration_priority = 800; //50
int scripted_priority = 50;
int single_use_group_priority = 30;
int perimeter_priority = 5; //50
int escort_priority = 15000;
// TROOP COMMITMENT STUFF
double min_matching_force_ratio = 0.2;
double max_matching_force_ratio = 3.0;
// When generic troops are called for, what should be ratio of troops that can
// shoot ground targets to troops that can shoot air targets?
double generic_ground_ratio = 1.0;
int min_building_defense_force = 1;
int max_building_defense_force = 1;
int min_exploration_force = 1;
int max_exploration_force = 1;
int min_perimeter_force = 1;
int max_perimeter_force = 1;
int min_escort_force = 1;
int max_escort_force = 1;
// RELAXATION STUFF
int relaxation_cycles = 0;
float relaxation_coefficient = .5;
///////////////////////////////////////////////////////////////////////////////
// New Construction Program stuff
///////////////////////////////////////////////////////////////////////////////
// The UCP Data
// --------------------
// This specifies what type of units to build.
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP
//----------------------------------------------------
"Slush_fund", 30, UNLIMITED;
"Offensive", 70, 15500;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES.
// --------------
// For each line item in an account, you must specify a build type from one of
// the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
//
// The "RATIO" items can only occur in the lowest priority level of an account.
// Also, all line-items with the same priority must have the same build type
///////////////////////////////////////////////////////////////////////////////
// Slush_fund
// --------------------
// This specifies the baseline super-critical account
ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
16, "svturr", NUMBER_TO_HAVE, 2;
16, "svscav", NUMBER_TO_HAVE, 3;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// OFFENSIVE
// --------------------
// What sort of offensive units and support structures do we want
ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
5, "svfigh", RATIO_TO_BUILD, 4;
5, "svturr", RATIO_TO_BUILD, 2;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// FORCE MATCHING
// --------------
// Which units do we want to emphasize & target with this aip?
// Note that this can be used for BOTH the AI team's unit strengths and
// the opponents'
FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
#DATA
// Unit Name Multiplier
//----------------------------------
"svfigh", 2.0;
"svturr", 1.0;
"svscav", 0.2;
"avfigh", 2.0;
"avturr", 1.0;
"avscav", 0.2;
#END_DATA
BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
#DATA
// Building Name Multiplier Where to Build
//------------------------------------------------------------------
"avmuf", 2.00, CENTER_OF_BASE;
"avrecy", 2.00, CENTER_OF_BASE;
#END_DATA