Hi,
Is there anyway that the AI can know what upgrades has a unit?.
If this is not possible, at least can be possible to know how much does their upgrades cost? (so I can try to figure what upgrades has the unit)
Info about unit upgrades
Started by Kaiser Soze, Jan 23 2007 08:40 AM
6 replies to this topic
#2
Posted 23 January 2007 - 04:28 PM
Yes.. we use a tool from Gnairf to do this. Real simple. Its an aamzing AI tool that can get results in seconds rather than minutes or <gasp> hours (like it was back in '05). Its quite easy to see the difference between mod builds like in Larkin's DoWPro so AI can be quickly updated. THis is what we do with new Relic patches come out. I can have a print-out of what is new between different DC versions within an hour.
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#4
Posted 23 January 2007 - 04:47 PM
It sounded more like he wanted a tool to determine what weapon hardpoints a unit had and, out of those, which are upgradable and their costs? Gniarf's tool can easily accomplish this. It shows you what the costs are for a unit's upgrades.
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#5
Posted 23 January 2007 - 07:27 PM
Sorry, for the mis understanding, I was talking ingame
I have a few script that reads the luas and generates a few things (list of detectors, cost of everything, DPS list, list of all the tooltips of the game, unistatinfo.ai file ).
They work with luas (not with the rgd). But I have access to the internal DoWPRO luas, so it's no problem to me.
Anyway, thanks for effort (Larkin passed me a few things and I'll have a look at them as soon as I have time)
so, they only function is: squad_ai:GetProRatedCost(), I've seen that this function returns a float. But..what does this means?
Req+power of the unit (counting upgrades)? If so, at least I can try a few things.
I have a few script that reads the luas and generates a few things (list of detectors, cost of everything, DPS list, list of all the tooltips of the game, unistatinfo.ai file ).
They work with luas (not with the rgd). But I have access to the internal DoWPRO luas, so it's no problem to me.
Anyway, thanks for effort (Larkin passed me a few things and I'll have a look at them as soon as I have time)
so, they only function is: squad_ai:GetProRatedCost(), I've seen that this function returns a float. But..what does this means?
Req+power of the unit (counting upgrades)? If so, at least I can try a few things.
#6
Posted 23 January 2007 - 11:35 PM
The Relic AI guru broke squad_ai:GetProRatedCost() by adding an ETA parameter to it. I don't think you'll get satisfying results with it.
An alternative way might be checking the return value of DoBestUpgrade(). It returns true it an update is done. If the upgrades are specialized against certain unit types, you might be able to figure the weapon upgrade out by analyzing the enemy_unit_class parameter which contains the armour class info the upgrade is targeted against.
An alternative way might be checking the return value of DoBestUpgrade(). It returns true it an update is done. If the upgrades are specialized against certain unit types, you might be able to figure the weapon upgrade out by analyzing the enemy_unit_class parameter which contains the armour class info the upgrade is targeted against.
#7
Posted 24 January 2007 - 10:18 AM
The problem with that is that is difficult (I'll need to calculate which buildings are present in order to figure about which upgrades are available).
and It will not know if the unit with the upgrade is killed.
So I guess I'll have to forget about changing the squads behavior using its upgrades.
and It will not know if the unit with the upgrade is killed.
So I guess I'll have to forget about changing the squads behavior using its upgrades.
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