Bomb truck- Thudo, you owe me something! ;)
#21
Posted 28 April 2004 - 08:06 AM
#22
Posted 28 April 2004 - 12:18 PM
I think I'd need RVMECH's help on this one as defining an Object List is one thing, defining it to relate to the Player's enemy is another.Yeah actually we can make this possible UNLESS the AI's enemy is GLA too. Thats why we need that enemy object list. Anyway your pulsating blue brain is sleeping now and should be working on solving these things.. we'll crack it in the end!
Damn.. this could all be solved if the script said:
Team '<This Team>' use Ability 'Command_DisguiseAsVehicle' on nearest enemy object of type 'Tanks'
Again.. it comes down to the Player's enemy. How to make a new ObjectList? Do this and yer home free.
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#23
Posted 28 April 2004 - 01:58 PM
It needs further filtering through my internal subroutines but this is the essence:
All VEHICLES have an added object to the main hull, a placeholder object. Once a player starts a game a weapon is fired which destroys these objects on all of HIS and his ALLIES VEHICLES. So then only the player's enemy objects have that placeholder object. Now we can say "use commandbutton ability on nearest object of type <placeholderobject>"
Since the closest placeholderobject is the nearest enemy VEHICLE, this should work out nicely!
I'll try this later
#24
Posted 29 April 2004 - 06:40 AM
#25
Posted 29 April 2004 - 12:26 PM
I have an alternate ObjectList right now that the BombTruck can assume disguises of. This list is the perfect list of tanks/vehicles/utility that would be an excellent disguise selection!Oh. How nice! DAMN! What shall I do now? Why will it cause a mismatch? Hmm well I've just almost got it working just needed to fix a tiny little bug..
EDIT: Now that I think of it, did you not say "even if it means spawning a clone" ?
Was it another solution or exactly this one?
EDIT2:
I've really pressed my resources a bit and come to a good conclusion I think...:
You make a new object list, one that is separate from the original ones. This object list contains all units that the current player does NOT have. Like, first define every american and chinese vehicle, then define some GLA ones. Now make a script that checks whether this player owns one of those vehicles, and if so, remove it from the object list.
With this it would be possible to get the AI to disguise against GLA players with a certain degree of effectiveness. AND this won't cause mismatches I hope!
*** IF ***
True.
*** THEN ***
'Tanks' : add 'AmericaTankAvenger'
'Tanks' : add 'AirF_AmericaTankAvenger'
'Tanks' : add 'Lazr_AmericaTankAvenger'
'Tanks' : add 'SupW_AmericaTankAvenger'
'Tanks' : add 'AmericaTankMicrowave'
'Tanks' : add 'AirF_AmericaTankMicrowave'
'Tanks' : add 'SupW_AmericaTankMicrowave'
'Tanks' : add 'ChinaTankDragon'
'Tanks' : add 'Infa_ChinaTankDragon'
'Tanks' : add 'Nuke_ChinaTankDragon'
'Tanks' : add 'Tank_ChinaTankDragon'
'Tanks' : add 'ChinaTankGattling'
'Tanks' : add 'Infa_ChinaTankGattling'
'Tanks' : add 'Nuke_ChinaTankGattling'
'Tanks' : add 'Tank_ChinaTankGattling'
'Tanks' : add 'ChinaTankECM'
'Tanks' : add 'Infa_ChinaTankECM'
'Tanks' : add 'Nuke_ChinaTankECM'
'Tanks' : add 'Tank_ChinaTankECM'
'Tanks' : add 'GLATankScorpion'
'Tanks' : add 'Demo_GLATankScorpion'
'Tanks' : add 'Slth_GLATankScorpion'
'Tanks' : add 'Chem_GLATankScorpion'
'Artillery' : add 'AmericaVehicleTomahawk'
'Artillery' : add 'AirF_AmericaVehicleTomahawk'
'Artillery' : add 'Lazr_AmericaVehicleTomahawk'
'Artillery' : add 'SupW_AmericaVehicleTomahawk'
'Artillery' : add 'GLAVehicleRocketBuggy'
'Artillery' : add 'Demo_GLAVehicleRocketBuggy'
'Artillery' : add 'Slth_GLAVehicleRocketBuggy'
'Artillery' : add 'Chem_GLAVehicleRocketBuggy'
'Spy' : add 'ChinaVehicleListeningOutpost'
'Spy' : add 'Infa_ChinaVehicleListeningOutpost'
'Spy' : add 'Nuke_ChinaVehicleListeningOutpost'
'Spy' : add 'Tank_ChinaVehicleListeningOutpost'
'Anti-Air Vehicle' : add 'AmericaVehicleHumvee'
'Anti-Air Vehicle' : add 'AirF_AmericaVehicleHumvee'
'Anti-Air Vehicle' : add 'Lazr_AmericaVehicleHumvee'
'Anti-Air Vehicle' : add 'SupW_AmericaVehicleHumvee'
'Anti-Air Vehicle' : add 'ChinaTankGattling'
'Anti-Air Vehicle' : add 'Infa_ChinaTankGattling'
'Anti-Air Vehicle' : add 'Nuke_ChinaTankGattling'
'Anti-Air Vehicle' : add 'Tank_ChinaTankGattling'
'Anti-Air Vehicle' : add 'GLAVehicleQuadCannon'
'Anti-Air Vehicle' : add 'Demo_GLAVehicleQuadCannon'
'Anti-Air Vehicle' : add 'Slth_GLAVehicleQuadCannon'
'Anti-Air Vehicle' : add 'Chem_GLAVehicleQuadCannon'
'Vehicle' : add 'AmericaVehicleMedic'
'Vehicle' : add 'AirF_AmericaVehicleMedic'
'Vehicle' : add 'Lazr_AmericaVehicleMedic'
'Vehicle' : add 'SupW_AmericaVehicleMedic'
'Vehicle' : add 'ChinaVehicleTroopCrawler'
'Vehicle' : add 'Infa_ChinaVehicleTroopCrawler'
'Vehicle' : add 'Nuke_ChinaVehicleTroopCrawler'
'Vehicle' : add 'Tank_ChinaVehicleTroopCrawler'
'Vehicle' : add 'GLAVehicleTechnical'
'Vehicle' : add 'GLAVehicleTechnicalChassisOne'
'Vehicle' : add 'GLAVehicleTechnicalChassisTwo'
'Vehicle' : add 'GLAVehicleTechnicalChassisThree'
'Vehicle' : add 'Demo_GLAVehicleTechnical'
'Vehicle' : add 'Demo_GLAVehicleTechnicalChassisOne'
'Vehicle' : add 'Demo_GLAVehicleTechnicalChassisTwo'
'Vehicle' : add 'Demo_GLAVehicleTechnicalChassisThree'
'Vehicle' : add 'Slth_GLAVehicleTechnical'
'Vehicle' : add 'Slth_GLAVehicleTechnicalChassisOne'
'Vehicle' : add 'Slth_GLAVehicleTechnicalChassisTwo'
'Vehicle' : add 'Slth_GLAVehicleTechnicalChassisThree'
'Vehicle' : add 'Chem_GLAVehicleTechnical'
'Vehicle' : add 'Chem_GLAVehicleTechnicalChassisOne'
'Vehicle' : add 'Chem_GLAVehicleTechnicalChassisTwo'
'Vehicle' : add 'Chem_GLAVehicleTechnicalChassisThree'
'Vehicle' : add 'GLAVehicleBattleBus'
'Vehicle' : add 'Demo_GLAVehicleBattleBus'
'Vehicle' : add 'Slth_GLAVehicleBattleBus'
'Vehicle' : add 'Chem_GLAVehicleBattleBus'
'Utility' : add 'AmericaVehicleDozer'
'Utility' : add 'AirF_AmericaVehicleDozer'
'Utility' : add 'Lazr_AmericaVehicleDozer'
'Utility' : add 'SupW_AmericaVehicleDozer'
'Utility' : add 'ChinaVehicleDozer'
'Utility' : add 'Infa_ChinaVehicleDozer'
'Utility' : add 'Nuke_ChinaVehicleDozer'
'Utility' : add 'Tank_ChinaVehicleDozer'
'Utility' : add 'GLAVehicleRadarVan'
'Utility' : add 'Demo_GLAVehicleRadarVan'
'Utility' : add 'Slth_GLAVehicleRadarVan'
'Utility' : add 'Chem_GLAVehicleRadarVan'
'Supply Lines' : add 'ChinaVehicleSupplyTruck'
'Supply Lines' : add 'Infa_ChinaVehicleSupplyTruck'
'Supply Lines' : add 'Nuke_ChinaVehicleSupplyTruck'
'Supply Lines' : add 'Tank_ChinaVehicleSupplyTruck'
Set timer 'ObjectListsDefined' to expire in 1 frames.
This is a list to go by so if we can get the Bombtruck to assume any of these (should cover them all) then we're good Of course if the AI is using the same faction as its enemy then we'll get duplication. So be it. We've tried our best.
Btw.. Mismatches can happen regardless with the scripts or not. Even with olde Zero Hour they happen but not often. I'll need to test my scripts online to see how they are coming along.
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#26
Posted 29 April 2004 - 12:35 PM
#27
Posted 29 April 2004 - 01:02 PM
So wait.. how does one implement this <placeholderobject> now using my BombTruckObject List above?Yeah this may work 80% of the time - thats enough I think! At least it does work now. We can still keep our eye out for better solutions later..
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#28
Posted 29 April 2004 - 09:16 PM
#29
Posted 29 April 2004 - 11:06 PM
I've already made the BombTruck Object List.. Its like the regular ObjectList except with the above units. Now, how do we make it something the BombTruck can use as an Enemy Object List? This I don't understand.Ah no.. I've scrapped the placeholder idea because its too ini oriented. Make a regular bomb truck object list instead - then we'll try to tweak its success percentage
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#30
Posted 30 April 2004 - 12:05 PM
I'm a little bewildered as to how this will all be accomplished and how to associate that BombTruck ObjectList as something the BombTruck will look at and consider them as an Enemy. How does one even begin to re-associate this list to overwrite the actual ObjectList to begin with?Ok now you have an object list that will define the tanks available from the enemy.....ok three gla are playing and it disguises as which one??? and sends it where????? You'll need to find a way to define the aquired enemy which is aquired at frame number 0 and incorporate that into the script events also.
devils advocate
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#31
Posted 01 May 2004 - 08:10 AM
#32
Posted 03 May 2004 - 02:38 AM
I'm still confused as to the mechanics of this. We have a BombTruck Object as mentioned above, that is a given. Now how does the BombTruck relate to this list and remove anything from it? This is where I am confused. I need to see it in action so I can tweak it.Well this is a bit impossible (yet!) but at least you can restrict the bomb truck from disguising as its own vehicles by taking them off the object list every time a script spots them. The AI's ally, however, will have to wait a bit yet.. I'll think a bit about it
Btw.. been in the North Country.. more R&R. Raining all weekend too. Shheshhh!
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#33
Posted 03 May 2004 - 08:50 AM
That way we won't increase our chance of success, we will only prevent the bomb truck from disguising as one of its own units...
We're getting closer to this now..
P.S. rain is what keeps you inside the room and therefore at your computer, so its all positive! There are only two timezones for me : the time I am at the computer and the time it takes for me to get to the computer..
#34
Posted 03 May 2004 - 08:05 PM
I must be still flustered by all the rain in thine brain but how does one implement this script-side so I can test it? As you know I have the seperate ObjectList just for the Bombtruck - does this ObjectList get placed into the script:The bomb truck relates to the list by using the script we've assigned it to execute On Enemy Sighted (if we make its sight range huge we'll have more of a chance). Then we use the Remove Object Type script command to remove stuff when the current player owns it.
That way we won't increase our chance of success, we will only prevent the bomb truck from disguising as one of its own units...
We're getting closer to this now..
P.S. rain is what keeps you inside the room and therefore at your computer, so its all positive! There are only two timezones for me : the time I am at the computer and the time it takes for me to get to the computer..
Team<this Team> uses <command ability 'DisguiseAsUnit' on nearest object <BombTruck ObjectList> ?
Guess I'm a little confused how to get the BombTruck Object List to overwrite the original one JUST for the BombTruck to use.
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#35
Posted 14 May 2004 - 12:07 PM
#36
Posted 14 May 2004 - 02:13 PM
Good point.. although I would still think it would:Just thinking... what would happen if you order the bomb truck to go into a tunnel network and THEN set it to use the disguise ability? I mean... the bomb truck is not at a fixed position then is it?
a) Not disguise at all as there is nothing to disguise to
B) Disguise if there is some of its own 'tanks' inside the tunnel
c) Simply disguise as its own 'tanks' since its near them in its base
Problem still remains disguising as an enemy vehicle/tank rather than its own. Nevertheless, can anyone try this tunnel thing? :tocol:
I'm kinda getting married tomorrow! :w00t0: :w00t0: hehehe.. Shocked ya all didn't I?
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#37
Posted 14 May 2004 - 07:56 PM
BTW where is MD gone? He said he was going to get back in 2 weeks didn't he..?
#38
Posted 18 May 2004 - 12:32 AM
what up good to be back , im on the east side now... I get cable sunday, but i couldnt wait to get online any longer so i bought a phone line for the week hehe
When i get cable im going to host a program i made a while back called File leech... Its like a combo of a instant messager and KAzaa,but i got chat rooms on it to so , if you guys want i can make a Section of it just for SDI.. just a thought.. I can pretty much add anything in it i want seeing that i coded it ,so if anything can help are coding comunications tell me im all ears
#39
Posted 18 May 2004 - 07:55 AM
That section for the SDI would be great since then we won't have to rely on FTP or forum attachments for files!
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