BecomePrey cheating modes
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DylanDog
- Code contributor

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- Location: Germany
BecomePrey cheating modes
Hello
Can someone confirm what I understand from the BP script is fine:
The cheating mode in BecomePrey is per default not activated (1) and if activated it works for both AIs and the human player (2) but the human player is the one who would takes more advantage (!!) from the cheat (3), this looks strange for me...it seems that NIKER has tought at the BP cheating mode to help we poor humans to beat BP.
(1) playerX.vlo: see row 40 CheatLevel INT 0
(2) playerX.slo: see row 7636 event CheatIfYouCan(CheatsTr)
(3) playerX.slo: on cheatLevel=2 Human player gets addPower(3500, player) while AI gets addPower(2500, player)
I was not able to understand how BP is affected by using the cheating options you have when you create a skirmish game (moving the slides) . I know that whippersnapper posted the following (viewtopic.php?f=10&t=3018):
"You cannot even FORCE BP to cheat with the slider handy-camping Ski UI - slide all you want it has no effect. BP plays the same - no cheats, all out to kill you "honorably".
but I also remember he posted somwhere else he was 100% sure of this.
I have the impression that moving the slides affects BP instead but I am a noob and I am still "testing" it.
Cheers
Can someone confirm what I understand from the BP script is fine:
The cheating mode in BecomePrey is per default not activated (1) and if activated it works for both AIs and the human player (2) but the human player is the one who would takes more advantage (!!) from the cheat (3), this looks strange for me...it seems that NIKER has tought at the BP cheating mode to help we poor humans to beat BP.
(1) playerX.vlo: see row 40 CheatLevel INT 0
(2) playerX.slo: see row 7636 event CheatIfYouCan(CheatsTr)
(3) playerX.slo: on cheatLevel=2 Human player gets addPower(3500, player) while AI gets addPower(2500, player)
I was not able to understand how BP is affected by using the cheating options you have when you create a skirmish game (moving the slides) . I know that whippersnapper posted the following (viewtopic.php?f=10&t=3018):
"You cannot even FORCE BP to cheat with the slider handy-camping Ski UI - slide all you want it has no effect. BP plays the same - no cheats, all out to kill you "honorably".
but I also remember he posted somwhere else he was 100% sure of this.
I have the impression that moving the slides affects BP instead but I am a noob and I am still "testing" it.
Cheers
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whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: BecomePrey cheating modes
.
Hmmm. The version of Become Prey I'm using I was told by it's creator NiKer was unaffected by the handicapping sliders. It's the same version number as the one distributed for the current WRP game binary v.2.2.1 but it's not exactly the same (my version of BP predates the current distro by about 8-months).. I have not compared the scripting of the 2 so I cannot say for sure if a change was made in this area between the them though I know a couple of other obvious changes were made that have nothing to do with the slider bar handicapping. Plus I'm making my own changes but these as well do not involve any cheats - mainly templates and event triggers. If i get a chance I'll compare the 2 in this area or perhaps the better course all around would be for me to shoot NiKer an email and simply ask him to clarify.
Regards, whip.
Hmmm. The version of Become Prey I'm using I was told by it's creator NiKer was unaffected by the handicapping sliders. It's the same version number as the one distributed for the current WRP game binary v.2.2.1 but it's not exactly the same (my version of BP predates the current distro by about 8-months).. I have not compared the scripting of the 2 so I cannot say for sure if a change was made in this area between the them though I know a couple of other obvious changes were made that have nothing to do with the slider bar handicapping. Plus I'm making my own changes but these as well do not involve any cheats - mainly templates and event triggers. If i get a chance I'll compare the 2 in this area or perhaps the better course all around would be for me to shoot NiKer an email and simply ask him to clarify.
Regards, whip.
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DylanDog
- Code contributor

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Re: BecomePrey cheating modes
email sent...I`ll let you know once/if I get any response from him.DylanDog wrote:would be for me to shoot NiKer an email and simply ask him to clarify.
Cheers DylanDog
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niker
- Greenhorn
- Posts: 13
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- Location: Czech republic
Re: BecomePrey cheating modes
Hello folks,
ok I will try to clarify.
EnableDebug:
TRUE = enables debug mode, you can see whole map and you get regular power gifts (you get cheats)
FALSE = regular game
AIControl
TRUE = AI has control over your base
- if you use this with EnableDebug, AI can't use anti-unit VTOLs/NEXUS Links
- AI controling player usually exhibits a slight disadvantage compared to pure AI players (can't explain that, some timing/priority issue probably)
FALSE = regular game
CheatLevel
0 (factory default) = Cheats disabled, AI has no advantage and difficulty slider has no effect
1 = Light MoneyCheat, AI gets regular mild power injections, research speed is unaffected, difficulty slider has no effect
2 = Heavy MoneyCheat, AI gets regular power injections, research speed is unaffected, difficulty slider has no effect
3 = ResearchSpeedCheat, AI gets no extra power, research speed increase can be controlled by difficulty slider
4 (original WZ AI default) = Light MoneyCheat + ResearchSpeedCheat, AI gets regular mild power injections, research speed increase can be controlled by difficulty slider
5 = Heavy MoneyCheat + ResearchSpeedCheat, AI gets regular power injections, research speed increase can be controlled by difficulty slider
6 = Unlimited MoneyCheat + ResearchSpeedCheat, all players gain unlimited power, AI research speed increase can be controlled by difficulty slider
AutoBaseCheat (apply for each AI player, derrick disputes are resolved by "last comes takes it")
0 = No auto-bases (regular game, factory default)
1 = Light auto-bases, all derricks in certain range are taken by AI, all factories are built, necessary powerGens are built
2 = Heavy auto-bases, all derricks in certain range are taken by AI and are protected by one Ground and one AA weapon, all factories are built, necessary powerGens are built, 6 base fortress defences are placed throughout the AI base)
Derricks taken and range of the auto derrick building is determined by map size and total number of derricks.
Is that what you wanted?
ok I will try to clarify.
Code: Select all
//DEBUG MODE
EnableDebug BOOL FALSE //<-- edit this value
//AI CONTROLS HUMAN BASE
AIControl BOOL FALSE //<-- edit this value
//CHEAT LEVEL
CheatLevel INT 0 //<-- edit this value
//AUTO-BASE LEVEL
AutoBaseCheat INT 0 //<-- edit this value
TRUE = enables debug mode, you can see whole map and you get regular power gifts (you get cheats)
FALSE = regular game
AIControl
TRUE = AI has control over your base
- if you use this with EnableDebug, AI can't use anti-unit VTOLs/NEXUS Links
- AI controling player usually exhibits a slight disadvantage compared to pure AI players (can't explain that, some timing/priority issue probably)
FALSE = regular game
CheatLevel
0 (factory default) = Cheats disabled, AI has no advantage and difficulty slider has no effect
1 = Light MoneyCheat, AI gets regular mild power injections, research speed is unaffected, difficulty slider has no effect
2 = Heavy MoneyCheat, AI gets regular power injections, research speed is unaffected, difficulty slider has no effect
3 = ResearchSpeedCheat, AI gets no extra power, research speed increase can be controlled by difficulty slider
4 (original WZ AI default) = Light MoneyCheat + ResearchSpeedCheat, AI gets regular mild power injections, research speed increase can be controlled by difficulty slider
5 = Heavy MoneyCheat + ResearchSpeedCheat, AI gets regular power injections, research speed increase can be controlled by difficulty slider
6 = Unlimited MoneyCheat + ResearchSpeedCheat, all players gain unlimited power, AI research speed increase can be controlled by difficulty slider
AutoBaseCheat (apply for each AI player, derrick disputes are resolved by "last comes takes it")
0 = No auto-bases (regular game, factory default)
1 = Light auto-bases, all derricks in certain range are taken by AI, all factories are built, necessary powerGens are built
2 = Heavy auto-bases, all derricks in certain range are taken by AI and are protected by one Ground and one AA weapon, all factories are built, necessary powerGens are built, 6 base fortress defences are placed throughout the AI base)
Derricks taken and range of the auto derrick building is determined by map size and total number of derricks.
Is that what you wanted?

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whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: BecomePrey cheating modes
.
Thanks niker, it does.
Regards, whip, aka Rman
.
Thanks niker, it does.
Regards, whip, aka Rman
.
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DylanDog
- Code contributor

- Posts: 347
- Joined: 08 Apr 2009, 15:15
- Location: Germany
Re: BecomePrey cheating modes
Hello niker!
Thanks for the quick response! now it is clear that the slider has no effect.
The only thing it is not clear to me is the following:
Possibly I misunderstand the meaning on the variable IamBOT:
IamBOT == FALSE means human player?
I am just trying to understand how the script works as I would like to play a bit with it.
Thanks in advance for the response!
Thanks for the quick response! now it is clear that the slider has no effect.
The only thing it is not clear to me is the following:
Now looking at the following PlayerXX.slo code I understand that the cheat applies to the human player too and that the cheat advantages a bit more the human player than the AI:CheatLevel
1 = Light MoneyCheat, AI gets regular mild power injections, research speed is unaffected, difficulty slider has no effect
Code: Select all
// CHEAT SCRIPTS:
event CheatIfYouCan(CheatsTr)
{
if(( (player == selectedPlayer) or (not myResponsibility(player)) ) and (AIControl == FALSE))
{
setEventTrigger(CheatIfYouCan,inactive);
}
else
{
if(IamBOT == FALSE) //DylanDog : IS THIS THE HUMAN PLAYER?
{
if((CheatLevel == 3) or (CheatLevel == 4) or (CheatLevel == 5) or (CheatLevel == 6)) //Research Speed
{
skDifficultyModifier(player);
}
if((CheatLevel == 1) or (CheatLevel == 4)) // Light MoneyCheat
{
addPower(800, player);
}
if((CheatLevel == 2) or (CheatLevel == 5)) // Heavy MoneyCheat
{
addPower(3500, player);
}
if(CheatLevel == 6) // Unlimited MoneyCheat
{
addPower(6500, player);
}
}
else //DylanDog (IamBOT == TRUE): IS THIS THE AI?
{
if((CheatLevel == 3) or (CheatLevel == 4) or (CheatLevel == 5)) //BOT - Research Speed
{ skDifficultyModifier(player);}
if((CheatLevel == 1) or (CheatLevel == 4)) //BOT - Light MoneyCheat
{
addPower(500, player);
}
if((CheatLevel == 2) or (CheatLevel == 5) or (CheatLevel == 6)) //BOT - Heavy MoneyCheat
{
addPower(2500, player);
}
}
}
}
// CHEATS END
IamBOT == FALSE means human player?
I am just trying to understand how the script works as I would like to play a bit with it.
Thanks in advance for the response!
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niker
- Greenhorn
- Posts: 13
- Joined: 11 Aug 2009, 15:10
- Location: Czech republic
Re: BecomePrey cheating modes
IamBOT == FALSE
means the AI is not set to act as BOT via BOT rules. In other words it doesn't ally itself with player.
Cheats only apply to enemy AI.
The milder cheats in else block apply to BOTs (AIs that were set to ally with player with my BOT rules set) so that it's not completely unfair, the non-cheating AIs wouldn't stand a chance so I helped them as well (even though less) for the balance's sake
Also people keep asking why I actually included the recoloring script, but they forget about that the BOT rules are a major feature and without team coloring the battlefield would be a mess. Blue = you, Green = your BOTs, Red = enemy
IMO better than fight purple, green and blue with cyan and red to help you.. it's difficult enough to remember who's on your side
means the AI is not set to act as BOT via BOT rules. In other words it doesn't ally itself with player.
Cheats only apply to enemy AI.
The milder cheats in else block apply to BOTs (AIs that were set to ally with player with my BOT rules set) so that it's not completely unfair, the non-cheating AIs wouldn't stand a chance so I helped them as well (even though less) for the balance's sake
Also people keep asking why I actually included the recoloring script, but they forget about that the BOT rules are a major feature and without team coloring the battlefield would be a mess. Blue = you, Green = your BOTs, Red = enemy
IMO better than fight purple, green and blue with cyan and red to help you.. it's difficult enough to remember who's on your side

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DylanDog
- Code contributor

- Posts: 347
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- Location: Germany
Re: BecomePrey cheating modes
All clear now, I had misunderstood the meaning of BOT (I tought it was "(ro)BOT" therefore a not human player). :rolleyes:
My next step will be to understand the "BOT rules"
Thanks a lot for the explanation!!
Regards
Ste
My next step will be to understand the "BOT rules"
Thanks a lot for the explanation!!
Regards
Ste
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niker
- Greenhorn
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- Location: Czech republic
Re: BecomePrey cheating modes
KMS can generate BOT rules with custom settings in the oldschool rules.vlo rules.slo format.
http://wef.warzone2100.de/
Use debug mode if the option is disabled. I included a few pre-generated BOT rulesets in WZS version of BP, you can find them in this archive http://wef.warzone2100.de/files/mods/WZS-BP292-110.exe but I am not sure if they are up to date.
I have to quote myself but here's a short explanation from my KICK mod documentation:
http://wef.warzone2100.de/
Use debug mode if the option is disabled. I included a few pre-generated BOT rulesets in WZS version of BP, you can find them in this archive http://wef.warzone2100.de/files/mods/WZS-BP292-110.exe but I am not sure if they are up to date.
I have to quote myself but here's a short explanation from my KICK mod documentation:
BOTs
This is very special function that came in with BecomePrey 2.xx series. BOT is in another words AI (computer player) assigned to help you against other AIs and humans.
Technically it's special rules script that can control some BecomePrey functions. If you're selected by rules script as a AI 'owner', BecomePrey will create constant alliance with you and fight against others as well.
Included rules scripts are stored in two files located in WARZONE\multiplayer\skirmish\ . Those files are "rules.slo" (main script, editing not recommended) and "rules.vlo".
RULES.VLO file contains actual number of BOTs assigned to each human player, for example line:-this is default setting that will assign one BOT to each human player.Code: Select all
AIsPerHuman int 1
If you wish to have 2 BOTs (usually on 8 player maps), just change this line to:-this will assign 2 BOTs for each human player.Code: Select all
AIsPerHuman int 2
If you don't want to use BOTs, alter line this way:-this will disallow BOT rules and all AIs will attack only youCode: Select all
AIsPerHuman int 0
BOT RULES LIMITATIONS AND BEHAVIOR:
-When you're using any BOT on 2 player map, script will be disabled automatically and no BOT will be assigned!
-If you select larger or same number of BOTs as maximum number of AIs on map, all AIs will be assigned to you and you'll win instantly!
-All BecomePrey AIs (1.10, 1.11, AIBoost, KICK) know BOT rules script and behave like this version of BecomePrey!
-All players must have same BOT settings selected during multiplayer, each will be assigned the number of BOTs that is specified by the rules.
That's all about BOTs you should know.

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devastator
- Trained

- Posts: 241
- Joined: 19 Oct 2008, 20:58
- Location: Ukraine
Re: BecomePrey cheating modes
DAMN ALL CHEATERS
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niker
- Greenhorn
- Posts: 13
- Joined: 11 Aug 2009, 15:10
- Location: Czech republic
Re: BecomePrey cheating modes
Lol read the thread, it's about increasing difficulty for player by allowing my AI to cheat like all other AIs do.
We are discussing the opprosite of cheating - making player's life miserable
We are discussing the opprosite of cheating - making player's life miserable

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devastator
- Trained

- Posts: 241
- Joined: 19 Oct 2008, 20:58
- Location: Ukraine
Re: BecomePrey cheating modes
This changes nothing...u r using easy ways for you wishes at game.DAMN ALL CHEATERS!!!
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niker
- Greenhorn
- Posts: 13
- Joined: 11 Aug 2009, 15:10
- Location: Czech republic
Re: BecomePrey cheating modes
I am not, if you took your time to understand what are we talking about you would see that.
I am simply explaining undocumented features of my AI that can enable what all other AIs do by default without exceptions. (yes they all cheat)
My AI doesn't cheat by default unless you hack its config files and allow it to, it doesn't even support difficulty slider cheats
However very good players can use these features to increase difficulty, since the slider in game has no effect and BP always plays as if you have the slider on the lowest settings.
BTW you are talking to first person who ever built a completely non-cheating AI for Warzone so your rant is unjustified in this thread
I am simply explaining undocumented features of my AI that can enable what all other AIs do by default without exceptions. (yes they all cheat)
My AI doesn't cheat by default unless you hack its config files and allow it to, it doesn't even support difficulty slider cheats
However very good players can use these features to increase difficulty, since the slider in game has no effect and BP always plays as if you have the slider on the lowest settings.
BTW you are talking to first person who ever built a completely non-cheating AI for Warzone so your rant is unjustified in this thread

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devastator
- Trained

- Posts: 241
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- Location: Ukraine
Re: BecomePrey cheating modes
Well,you should join me at saying DAMN ALL CHEATERS,if you are not cheaters.I didn't call you cheater xD
Ok,ok,i just hate cheaters and playing with AI,sorry for flood
Ok,ok,i just hate cheaters and playing with AI,sorry for flood
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DylanDog
- Code contributor

- Posts: 347
- Joined: 08 Apr 2009, 15:15
- Location: Germany
Re: BecomePrey cheating modes
@devastator
I am just trying to understand how this AI script works. I would also like to create some mod on my own and understanding this powerful AI is a very good start. This post has nothing to do with cheating.
Also I can only play against AI in skirmish due to the type of life I am running (I have no time for multiplayer games). It seems this AI is the best one and I would like to understand how it works.
@Niker
Thanks alot for the explanation about the BOT!
Regards
I am just trying to understand how this AI script works. I would also like to create some mod on my own and understanding this powerful AI is a very good start. This post has nothing to do with cheating.
Also I can only play against AI in skirmish due to the type of life I am running (I have no time for multiplayer games). It seems this AI is the best one and I would like to understand how it works.
@Niker
Thanks alot for the explanation about the BOT!
Regards