How to have an ALL AI battle + Super Fast Game Speed, etc.
#41
Posted 05 April 2009 - 06:37 PM
@Sceptre = I use the camera mode by using a custom "camera_high.lua" file and put it in \Engine\Data then I have custom zoom ins and out. For maps.. thats different: some maps allow you to see unlimited range but its mostly map-dependant and the map has to be coded to allow for it.
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#43
Posted 07 April 2009 - 07:28 PM
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#44
Posted 13 September 2009 - 10:36 AM
Edited by gamblor, 13 September 2009 - 10:40 AM.
#45
Posted 13 September 2009 - 03:14 PM
-- General camera parameters FieldOfView = 60.000000 ClipNear = 0.1 ClipFar = 9600 TerrainClip = 1.0 -- Interpolation in camera motion and camera snapping -- -- Rate = rate to interpolate -- Base = base to perform interpolation in (2.71828 for linear, must be >1) -- Threshold = threshold to start performing interpolation -- -- Controls pan speed SlideTargetRate = 4 SlideTargetBase = 2 --SlideTargetThreshold = 1 -- Controls zoom speed SlideDistRate = 2 SlideDistBase = 5 --SlideDistThreshold = 1 -- Controls orbit speed SlideOrbitRate = 10 SlideOrbitBase = 1.01 --SlideOrbitThreshold = 1 -- Controls declination speed SlideDeclRate = 4 SlideDeclBase = 1.01 --SlideDeclThreshold = 1 -- Controls the speed of the zoom with the double button press DistRateMouse = 0.50 -- Controls the speed of the zoom on the wheel DistRateWheelZoomIn = 0.7 DistRateWheelZoomOut = 1.45 -- Distance range in metres DistMin = 1.0 DistMax = 78.0 -- Declination speed DeclRateMouse = -5 -- Declination range : angle range you can look at a target DeclMin = 0.0 DeclMax = 80.0 -- Mouse orbit speed OrbitRateMouse = -4 -- Default camera parameters DefaultDistance = 58 DefaultDeclination = 45 DefaultOrbit = 55 -- Minimum eye height DistGroundHeight = 2.0 -- Pan velocity scaling -- Panning speed at the default/min height PanScaleMouseDefZ = 500 PanScaleKeyboardDefZ = 175 PanScaleKeyboardMinZ = 35 PanScaleScreenDefZ = 150 PanScaleScreenMinZ = 30 -- Panning acceleration -- To turn acceleration off, use the following values: -- PanAccelerate = 0.0 -- PanStartSpeedScalar = 1.0 PanAccelerate = 0.0 PanStartSpeedScalar = 0.5 PanMaxSpeedScalar = 1.0 -- Enable/disable declination DeclinationEnabled = 1.0 -- Enable/disable rotation OrbitEnabled = 1.0Remember:
1) Should be placed into <location where SS is installed>\Engine\Data
2) Run Soulstorm with the -dev command under the target line for the SS main shortcut as such: "<path to Soulstorm>\Soulstorm.exe -dev -nomovies"
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#47
Posted 13 September 2009 - 06:07 PM
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#48
Posted 13 September 2009 - 07:59 PM
Don't need to use quotes. I don't.. running WinXP SP3.
"E:\Games\Dawn of War - Soulstorm\Soulstorm.exe" -dev -nomovies is this right and how will I know if its in developer mode? will it say in the game? I am also thinking my autoexec.lua might be in the wrong format or setup not correct. It is in notepad. Is there any way I could send it to you or can you send me a copy of yours so I can see if its done right and works. I see someones else said he but it in the DoW 30k base game and it worked for him should I do the same and add in the base game too and see if that fixes the problem. I only have DoW SS installed and the .lua file is sitting in the main folder only. Let me know I really want to have this work so I can do some tweaking. Thxs Thudo
#49
Posted 13 September 2009 - 10:00 PM
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#50
Posted 13 September 2009 - 10:22 PM
Guess so. It should work with the above command line.
Its not :( I tried everything and its still not working for me so I am going to give up on it. Weird the nomovie intro works fine so why is the developer mode or .lua file not??? Really frustrating
Edited by gamblor, 13 September 2009 - 10:24 PM.
#51
Posted 13 September 2009 - 10:46 PM
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#52
Posted 13 September 2009 - 10:59 PM
You know if -dev works if when you play a game in creates a folder in the <installed Soulstorm location>\logfiles folder. Thats where cool debug info goes so you don't need to have autoexec.lua working to know if -dev is enabled.
Yep I have several log files in that folder so it should be working but the AI is not taking over my player. Think I am missing something here but just can't figure out what it could be.
Edited by gamblor, 13 September 2009 - 11:00 PM.
#53
Posted 14 September 2009 - 02:51 AM
run = Cpu_ControlLocalPlayer() run = setsimrate(50) run = fog_toggle() --run = FOW_RevealAll() bind("F1","setsimrate(5)") bind("F2","setsimrate(12)") bind("F3","setsimrate(35)") bind("F4","setsimrate(50)") bind("F5","test()") bind("F6","test1()") function test() local count=World_GetPlayerCount() g_Player1=World_GetPlayerAt(0); if count>1 then g_Player2=World_GetPlayerAt(1); World_EnablePlayerToPlayerFOW(g_Player1,g_Player2,0); end if count>2 then g_Player3=World_GetPlayerAt(2); World_EnablePlayerToPlayerFOW(g_Player1,g_Player3,0); end if count>3 then g_Player4=World_GetPlayerAt(3); World_EnablePlayerToPlayerFOW(g_Player1,g_Player4,0); end if count>4 then g_Player5=World_GetPlayerAt(4); World_EnablePlayerToPlayerFOW(g_Player1,g_Player5,0); end if count>5 then g_Player6=World_GetPlayerAt(5); World_EnablePlayerToPlayerFOW(g_Player1,g_Player6,0); end if count>6 then g_Player7=World_GetPlayerAt(6); World_EnablePlayerToPlayerFOW(g_Player1,g_Player7,0); end if count>7 then g_Player8=World_GetPlayerAt(7); World_EnablePlayerToPlayerFOW(g_Player1,g_Player8,0); end Player_SetResource(g_Player1,RT_Requisition,9999); Player_SetResource(g_Player1,RT_Power,9999); end function test1() local count=World_GetPlayerCount() g_Player1=World_GetPlayerAt(0); if count>1 then g_Player2=World_GetPlayerAt(1); World_EnablePlayerToPlayerFOW(g_Player1,g_Player2,0); end if count>2 then g_Player3=World_GetPlayerAt(2); World_EnablePlayerToPlayerFOW(g_Player1,g_Player3,0); end if count>3 then g_Player4=World_GetPlayerAt(3); World_EnablePlayerToPlayerFOW(g_Player1,g_Player4,0); end if count>4 then g_Player5=World_GetPlayerAt(4); World_EnablePlayerToPlayerFOW(g_Player1,g_Player5,0); end if count>5 then g_Player6=World_GetPlayerAt(5); World_EnablePlayerToPlayerFOW(g_Player1,g_Player6,0); end if count>6 then g_Player7=World_GetPlayerAt(6); World_EnablePlayerToPlayerFOW(g_Player1,g_Player7,0); end if count>7 then g_Player8=World_GetPlayerAt(7); World_EnablePlayerToPlayerFOW(g_Player1,g_Player8,0); end Player_SetResource(g_Player2,RT_Requisition,9999); Player_SetResource(g_Player2,RT_Power,9999); Player_SetResource(g_Player3,RT_Requisition,9999); Player_SetResource(g_Player3,RT_Power,9999); Player_SetResource(g_Player4,RT_Requisition,9999); Player_SetResource(g_Player4,RT_Power,9999); Player_SetResource(g_Player5,RT_Requisition,9999); Player_SetResource(g_Player5,RT_Power,9999); Player_SetResource(g_Player6,RT_Requisition,9999); Player_SetResource(g_Player6,RT_Power,9999); Player_SetResource(g_Player7,RT_Requisition,9999); Player_SetResource(g_Player7,RT_Power,9999); Player_SetResource(g_Player8,RT_Requisition,9999); Player_SetResource(g_Player8,RT_Power,9999); end bind("shift+tab", "toggle_screenmode()") screenmode = 0 function toggle_screenmode() if screenmode == 0 then taskbar_hide() message_hide() ingame_select_ui_toggle() ingame_stats_toggle() screenmode = 1 else taskbar_show() message_show() ingame_select_ui_toggle() ingame_stats_toggle() screenmode = 0 end end
This is placed in the root of the where you installed Soulstorm folder.
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#55
Posted 14 September 2009 - 10:53 PM
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#56
Posted 06 October 2009 - 11:01 PM
#57
Posted 07 October 2009 - 01:17 AM
Yes.. in current Soulstorm 1.20 the Tau are still IMBA and Necrons are now grossly retarded. Blame Relic for NOT resolving this..i noticed that when i do an ALL AI battle the tau empire would almost always win...do they have a certain advantage compared to other races?
This will depend sometimes on the map. Our AI team has always had to grapple with this issue where an AI allied with a human seems to pro-rate itself downward and not do much. This will have to be investigated someday.also in dawn of skirmish does the enemy AI perform better than my allies?..i usually play 3on3 or 4on4 and most of the time we get stomped by enemy tau empire AI because my allies do not harass the enemy
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#59
Posted 16 December 2011 - 10:33 PM
...
... and then I discovered that this was only a problem in Dark Crusade to begin with, but not in Soulstorm; Hard in Soulstorm is truly equal without needing to tinker.
You may laugh at me now.
#60
Posted 16 December 2011 - 10:38 PM
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