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Member Since 09 Jan 2005
Offline Last Active Nov 07 2007 02:39 PM

Posts I've Made

In Topic: AI Debugging

17 October 2007 - 06:28 PM

I doubt it could debug while a multiplayer game is in progess.

In Topic: AI Debugging

17 October 2007 - 03:13 PM

SCAR is lua, and this works for any flavour of lua.

In Topic: DOW 1.2 released!

23 March 2007 - 11:04 PM

No effort at all on their part

I have to disagree there. I had a chain of emails between me and a Relic programmer (via Buggo). Began with me asking why a certain part of our AI/SCAR integration was giving sync errors, and ended with 4 new functions for the AI to use in the area of unloading and tunelling units.

In Topic: Your relationship with Relic?

25 February 2007 - 03:19 PM

CoH has... fairly good AI - it's not bad, at least - and that game does not have any AI modding community

There is an AI mod for CoH

In Topic: Skirmish AI 2.2 Beta 1 - Post Comments In Thread!

24 January 2007 - 08:05 PM

Well, we're using SCAR in a way that it was never envisioned to be used, and I can say for a fact, that the way my DLL calls SCAR, nothing is written to the replay file (the command send to Corsix_DoScarString is executed on the raw lua state of the SCAR object). This is all speculation, but map related SCAR -> run by all players and run on a replay. As long as it behaves itself, won't cause sync errors. Victory Condition SCAR -> run by all players, as long as what it does is the same on all PCs, then it should be OK (as the map SCAR is). AI SCAR is only run on the PC running the AI player, and unless the command you run on the SCAR lua state is saved to the replay / sent to other players, I think it will cause sync errors. Eg. while the SCAR string to be executed is not saved to the replay, the command "garison squad XYZ in building ABC" might be.

I'll be available at the weekend for some multiplayer SCAR testing, if you want it.