Most of the information here is for Warzone 3.1 and above.
Artificial Intelligence (.ai) Files
- Aubergine
File Format
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.
Properties for new AIs based on Javascript API
Property | Required | Type | Value | Example |
---|---|---|---|---|
name | String | 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 | "NullBot v1.38" | |
js | Filename | The filename, with path relative to the location of the .ai file. This must be a .js file, with no quotes. | nullbot-1-38-generic.js | |
tip | String | 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. | "NullBot - an adaptive skirmish AI" |
Properties for old AIs based on WZscript API
Older AIs use wzscript instead of Javascript. Their .ai files are slightly different as they must reference .vlo and .slo files.
Property | Required | Type | Value | Example |
---|---|---|---|---|
name | String | The name of the AI that will be shown to end-users when choosing which AI scripts they want to play against. | "Nexus" | |
vlo | Filename | The filename, with path relative to the location of the .ai file. This must be a .vlo file. | nexus.vlo | |
slo | Filename | The filename, with path relative to the location of the .ai file. This must be a .slo file. | nexus.slo | |
tip | String | 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. | "Default AI" |
And remember...
File location
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>
multiplay
skirmish
<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.
Availability
Available for:
- Warzone 3.1 and above.
See also
If you're using Javascript for your AIs, see:
- Javascript API – reference to all JS API features
If you're using older WZscript for your AIs, see:
- AI Tutorial - an introduction to creating a WZscript AI
- Scripting Manual – full WZscript manual
You should also be familiar with:
- Player Initialisation – how all players, human and AI, are initialised at the start of a game
You can use AIs elsewhere:
- Challenge Games – predefined skirmish game set-ups