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Does AI respond to map pings?


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#1 Kontuz

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Posted 08 May 2009 - 07:05 AM

Does the AI respond to map pings?

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.

#2 LarkinVB

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Posted 08 May 2009 - 09:29 AM

AI is unaware of pings.

#3 thudo

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Posted 08 May 2009 - 06:53 PM

Nope.. this isn't Warcraft3 ya know. The devs have to have supported this natively.
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#4 Kontuz

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Posted 09 May 2009 - 02:03 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?

#5 Brother-Captain Vesuvious

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Posted 09 May 2009 - 03:58 AM

WAIT, you coded a setup so you can take control of the allied AI???????????? that has so many possibilities *walks off muttering thoughts to himself*
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#6 Kontuz

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Posted 09 May 2009 - 05:56 AM

WAIT, you coded a setup so you can take control of the allied AI???????????? that has so many possibilities

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.

The code is based on a discussion by Incarnate on the adeptus forums. link here.

#7 LarkinVB

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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 Kontuz

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Posted 09 May 2009 - 03:29 PM

Thanks for the tip Larkin.

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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