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#1 Vardamir

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Posted 13 September 2009 - 07:19 PM

Help me please!When i make my mod(add new units,buildings etc) i saw that AI doesent work!But before all works perfectly.It only makes farms,battle towers,inn units and thats all!I hope you help me...

#2 Ridder Geel

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Posted 13 September 2009 - 08:24 PM

....
http://www.the3rdage...tem-122?addview

I think this is the tutorial :p
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#3 Vardamir

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Posted 14 September 2009 - 06:33 AM

I know this tutorial,but it cant solve my problem.AI doesnt work for all factions.I copy original skirmishaidata in mod but it hopeless...
Sorry for my English

#4 Ridder Geel

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Posted 14 September 2009 - 02:29 PM

New factions? Or old ones? :sad2:
Have you made bases and such that they build up? do all the maps you test on have their skirmish players?
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#5 Vardamir

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Posted 14 September 2009 - 03:47 PM

New factions? Or old ones? :sad2:
Have you made bases and such that they build up? do all the maps you test on have their skirmish players?

For old factions.On new and EA maps AI doesnt work.

#6 Ridder Geel

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Posted 14 September 2009 - 06:09 PM

Did you make sure when making bases and putting them in code that you do not have any uppercase (U,A,F,S,D) letters? Even if you named it with uppercase letters they will only work if in the code their names are lowercase (a,s,d,f) :) :sad2:
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#7 Vardamir

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Posted 25 September 2009 - 09:26 PM

today i make new AI for new faction Rohan and it works!But my old factions,such as Elves,Dwarves,Mordor,Isengard,Goblins does not work(i even didnt add new stuffs for this factions).Gondor(Men),Arnor and Rohan works for now...Where is the problem i cant understand :p

#8 Vardamir

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Posted 25 September 2009 - 09:29 PM

I even make new AI for Elves but it doesnt work too...(i delete old EAs bases code in skirmishaidata and write my AI)

#9 Vardamir

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Posted 26 September 2009 - 10:03 AM

Can any help me?

#10 Ridder Geel

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Posted 26 September 2009 - 07:19 PM

Post some codes maybe? :p
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#11 Vardamir

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Posted 29 September 2009 - 10:34 AM

Thanks,i find my mistake.This is no my mistake,this is GAME mistake

Attached Files


Edited by Vardamir, 29 September 2009 - 01:06 PM.


#12 Ridder Geel

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Posted 29 September 2009 - 05:04 PM

Uhhh its not if you try to edit something... dont blame the game :huh: Maybe you should try to redo it... to make sure that its the 'game's' fault :p

Edited by Ridder Geel, 29 September 2009 - 05:05 PM.

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#13 Vardamir

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Posted 03 October 2009 - 09:48 AM

Ok.I have a little problem with AI.AI of all factions who have a walls build walls around the fortress and build all upgrades on it exept GATES!Stupid AI sits in camp and wait when i broken walls.If someone know how can i solve this problem,please,help me

#14 Ridder Geel

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Posted 03 October 2009 - 10:29 AM

Check to see what the buttons of each of the upgrades have and what kind of behaviors they have, this might be what the AI chooses out of :shiftee:
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#15 Vardamir

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Posted 03 October 2009 - 10:51 AM

Can you make me example with Elven Gate?

#16 Ridder Geel

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Posted 03 October 2009 - 10:59 AM

Uhh... :shiftee: I guess i was a bit wrong... i could not find anything that shows me how the AI would decide what to do :p
Maybe look on the3rdage.net for a tutorial? i think there was one on AI and maybe it has a part about walls :xd:
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#17 Vardamir

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Posted 03 October 2009 - 11:08 AM

if you find enything tell me pls

#18 Sûlherokhh

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Posted 03 October 2009 - 06:05 PM

Look Here.

You must also create AI-only childobjects of the wall segments and incorporate them in wallspan-list of an AI-only wallhub, which incidentally will only be available for building by porters using a commandbutton listed on an AI-only commandset of the respective faction's porter, triggered by the AI-upgrade mentioned in the tutorial.

If you want to have a look at how it's done codewise, check out the tutorial and then check out the latest public release of S.E.E.. Look in the ini-files for one of the porters and then follow the references from there. A filesearch capable editor like notepad++ is going to be a must. Just don't copy-paste the code but try to recreate it. It's not that hard, it's just a lot of boring work.

Btw., SkirmishAI_2 is stupid. Pathfinding is paramount for the units. Closed gates don't work for it because they can't find a path. This is similar to the problem in SkirmishAI_1, with the difference that they incorporated an AI-mechanism to open or close gates depending on imminent threat levels in the vicinity. You can work around that by replacing the disfunctional gateAI-module of SkirmishAI_2 with the still-working 'SPECIAL_ENEMY_NEAR'-Flag used by the 'SpecialEnemySenseUpdate'-Behavior, as explained HERE, but replace the mounting-behavior with the gateopening behavior. The gate will need a 'AIUpdateInterface', which isn't working unless you remove the old GateAI-module first.

Good luck.

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#19 Nazgûl

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Posted 03 October 2009 - 06:50 PM

And THAT is why SEE is what it is! ^ :shiftee: Great to see you back in the open forums too Sûl, and best fof luck to you Vardamir with your modding :p

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#20 Vardamir

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Posted 03 October 2009 - 10:27 PM

thank you,i know that you know AI better then everybody else and i know your tutorial.As for me you done a GREAT work in AI modding and i now i know what i must do,because i read and use you tutorial...




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