Does AI respond to map pings?
#1
Posted 08 May 2009 - 07:05 AM
I'm thinking something like, if the AI has calculated to conserve and build up it's forces, but it gets a ping it then throws its reserve forces toward that area. Or conversely, if you see it's pressing a losing attack, you could get the AI to pull back at that moment, instead of waiting until after the damage was absorbed.
#3
Posted 08 May 2009 - 06:53 PM
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#4
Posted 09 May 2009 - 02:03 AM
I have coded a wincondition that uses a button to switch player control to the next allied army. I suppose I could code another button so that whatever unit or building the player has selected becomes a rally focus for the allied AI. Does this sound feasible?
#5
Posted 09 May 2009 - 03:58 AM
When out of bullets, i often find that throwing rocks/bricks is a great alternative.
#6
Posted 09 May 2009 - 05:56 AM
No, nothing so elegant. You control the other army manually, it's basically your new army. Your old army is no longer yours, it's played by the AI.WAIT, you coded a setup so you can take control of the allied AI???????????? that has so many possibilities
The code is based on a discussion by Incarnate on the adeptus forums. link here.
#7
Posted 09 May 2009 - 11:45 AM
Thanks for the replies. I still think it would be great to have some level of guidance / control over allied AI.
I have coded a wincondition that uses a button to switch player control to the next allied army. I suppose I could code another button so that whatever unit or building the player has selected becomes a rally focus for the allied AI. Does this sound feasible?
You can hand values to AI with Cpu_DoString( playerID, "example_var = true" ). I'm not SCAR savy but if you can get mouse positions or ping with SCAR you can hand it to AI by wincondition SCAR coding and make it react.
#8
Posted 09 May 2009 - 03:29 PM
There seems to be a hard coded limit of only one scar button, but I'm investigating using (abusing) building option buttons in a way similar to that used by the orbital bombardment building in DC campaign. Then instead of bombarding the clicked location, that info could be passed to the AI. If I can get it to work it could be more generally useful than the single scar button.
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