Problem with AI
#1
Posted 13 September 2009 - 07:19 PM
#2
Posted 13 September 2009 - 08:24 PM
#3
Posted 14 September 2009 - 06:33 AM
Sorry for my English
#4
Posted 14 September 2009 - 02:29 PM
Have you made bases and such that they build up? do all the maps you test on have their skirmish players?
#5
Posted 14 September 2009 - 03:47 PM
For old factions.On new and EA maps AI doesnt work.New factions? Or old ones?
Have you made bases and such that they build up? do all the maps you test on have their skirmish players?
#6
Posted 14 September 2009 - 06:09 PM
#7
Posted 25 September 2009 - 09:26 PM
#8
Posted 25 September 2009 - 09:29 PM
#9
Posted 26 September 2009 - 10:03 AM
#10
Posted 26 September 2009 - 07:19 PM
#11
Posted 29 September 2009 - 10:34 AM
Attached Files
Edited by Vardamir, 29 September 2009 - 01:06 PM.
#12
Posted 29 September 2009 - 05:04 PM
Edited by Ridder Geel, 29 September 2009 - 05:05 PM.
#13
Posted 03 October 2009 - 09:48 AM
#14
Posted 03 October 2009 - 10:29 AM
#15
Posted 03 October 2009 - 10:51 AM
#16
Posted 03 October 2009 - 10:59 AM
Maybe look on the3rdage.net for a tutorial? i think there was one on AI and maybe it has a part about walls
#17
Posted 03 October 2009 - 11:08 AM
#18
Posted 03 October 2009 - 06:05 PM
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.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#19
Posted 03 October 2009 - 06:50 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#20
Posted 03 October 2009 - 10:27 PM
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