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The problem is that AIBoost is ONLY COMPATIBLE WITH 1.11 !!
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*Cough* I didn't know that, that might change a lot, but, let's
forget about that for a sec.
I was thinking about the way to implement AiBoost into WZS and I
definitely don't want to hard-code anything, so ini would be the
best solution.
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So another way would be to have an ini file with AIBoost mod
which is loaded automatically when the mod is selected and
then all AI's with (let's say a) ## at the end will be shown
- none else, and in "normal" non mod mode you will
see only the "normal" AI's... or even better: in
this ini file you could specify WHAT AI files could be
loaded...
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Yep, that's almost what I had in mind.
Here's what I have so far: all WZS AI's are stored in one
directory. When WZS loads AI's, it is looking for them in 1
directory.
AIBoost will install its AI's into a different directory, within
WZS, like "/MODs/AIBoost AI's/".
WZS will be able to load so called "global ini" files (I
had to name them somehow). You press a "load global ini"
button (or call it "WZS configuration" if you wish) and
WZS will look for global INIs stored in a certain directory, like
"/MODs/Global INIs/".
After all inis are loaded, WZS will show a list of available INIs,
there will be 2 at the beginning, original WZS settings and
AIBoost.
Once AIBoost configuration is selected, WZS loads the approriate
ini file (AIBoost ini), the content of the INI file will look
similar to this:
Prevents WZS from loading AIs from the default AI directory (WZS
refreshes the list from time to time)
This will hide all loaded AIs, they will not be shown in the AI
list anymore, it is empty now.
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| LoadAI_FromPath(STRING AI_Name, STRING AI_Path)
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This function will load AIs one by one, by their filenames, from AI_Path
dir, it will be AIBoost directory with AIBoost AIs in this case.
Call this INI function for all modified AIBoost AIs, like
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LoadAI_FromPath("Turtle AI +", "%WZSDir%\MODs\AIBoost\")
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%WZSDir% is a placeholder for WZS directory in any ini file.
Or, if you want to leave all existing AIs (AIBoost comes with
original versions anyway), then just leave out DeactiveAllAIs()
and add AIBoost AIs to the current list.
OK, now we have another problem: there is a required wdg, that
comes with AIBoost, right? This wdg probably has combined WaterAI
and GK AI data, right? Or what is it?
OK, at this point MOD ini files will take over. Each wdg file,
each AI file and each rules file, will be able to have an ini file
(config file) assigned to it, it will contain info about the
author, the description of the MOD/AI/Rules file, along with
information like "required WDG files", for MODs.
So, there will be an ini file for each AIBoost AI, which will set
its required file, description etc, so when any of the AIBoost AIs
is loaded (or any other AI/Rules that has ini with a required wdg
file assigned), WZS will look for the required file and put it
into Warzone directory. That simple (or that duifficult, up to you
).
So, I will summarize it all now:
User chooses global AIBoost INI -> WZS loads it, removes
original AIs, adds AIBoost AIs. -> User chooses AI, launches
the game -> WZS loads AI ini file -> WZS copies wdg file,
required for this AI into Warzone dir.
User closes WZ, decides to unload AIBoost -> he chooses
original WZS global INI which has a function like ReleaseAIs()
-> WZS removes all AIs from the list and reloads AIs from the
original WZS AI dir.
That's it.
Of course INI files will support more commands/functions, like, it
will be possible to choose a rules file, to enable alliances etc
etc etc, anything that is needed can be added, all I want is to
keep it generic, like RJ said:
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I understand what your saying about ziping previously
installed WZS but I still think if just ONE WZS can handle
it all that this would be best. Not just for what 'AI Boost'
is doing but for what others might create on their own down
the road.... stuff we can't even guess at right now.
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And that's what I think too.
So, now back to the 1.11. What's the problem with it? I've heard
AIBoost is based on 1.11? What the .... doesn't 1.11 come as a
single wdg file, like 1.10? I've heard pieces if information here
and there about this issue. If it's a single WDG, then there's no
problem, there can be more than 1 required wdg file, WZS will be
able to handle that.
Ok, now tell me what you think Speedy.
I hope I didn't forget anything.
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