Most of the information here is for Warzone 3.1 and above.
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Despite its .ai extension, this has nothing to do with Adobe Illustrator – it's a plan text file that you can open with any text editor.
Like many Warzone config files, the Windows .ini file format is used.
[AI] name = "NullBot v1.32" js = nullbot-1-32-ge.js tip = "NullBot - an adaptive skirmish AI"
The file has just one section, "[AI]", in to which all properties are placed in "key = value" format.
[AI]
key = value
The name of the AI that will be shown to end-users when choosing which AI scripts they want to play against.
Must be enclosed in quotes
The filename, with path relative to the location of the .ai file.
This must be a .js file, with no quotes.
Optionally specify a tool-tip to appear when the mouse hovers over the AI's name in the list of AIs on the game setup screen.
Must be enclosed in quotes.
Older AIs use wzscript instead of Javascript. Their .ai files are slightly different as they must reference .vlo and .slo files.
This must be a .vlo file.
This must be a .slo file.
The .ai files bundled with Warzone can be found here:
mp.wz or mp
multiplay
skirmish
*.ai
If you want to define an AI in your mod, its .ai file should be here:
<your mod>.wz or <your mod>
<filename>.ai
Obviously you will also need to include the script files referenced in the .ai file. These are usually stored in the same folder.
Available for:
If you're using Javascript for your AIs, see:
If you're using older WZscript for your AIs, see:
You should also be familiar with:
You can use AIs elsewhere: