Tests showed it did things in BA, although evorts had a lua crash, capitalisation was the culprit, I haven't had a chance to check over for more errors with capitalisation and filenames yet
Work is going very slowly, I shall have ADSL ~ march 9th maybe afterwards, but until then my progress is crippled by mobile broadband and has been since mid january =(
there is no independent build file for Shard on linux, so you have to compile it through/with spring.
for the current release version of spring: get the spring sources, unpack them, then:
Code:
wget http://sourceforge.net/projects/springrts/files/springrts/spring-0.82.7.1/spring_0.82.7.1_src.tar.gz/download tar xfvz spring_0.82.7.1_src.tar.gz cd spring_0.82.7.1 cd AI/Skirmish git clone git://github.com/Tarendai/Shard.git cd ../.. cmake .
heh did the AI fill the cap and slow the sim down? I had stages with NTai where it would fill up brazillian battlefields till there were traffic jams of con units searching for places to build.
Currently I haven't focused on BA much, so the support is incomplete, but could be improved dramatically, very easily/quickly. If you do anything to taskqueues.lua please let me know, and if you have any suggestions, feel free =)
Yup, 2 AIs filled everything, but the BA script is only buildinng LLT, pewees, solar and mexes. Build a single strong mech and watch the world fall. But couldnt manage to play much, it got too slow. I'm still learning LUA itself and geting a hold of the general structure, the first think I want to ask, is there a way to know which units an certain unit can build? I think it follows somewhat the same C/Java API, right? Is there any editor with code complete for LUA?
Edit: what I'm trying to do is this:
Code:
build (Unit unit) foreach Unit childUnit: unit.unitsItCanBuild if !childUnit.unitsItCanBuild then queueBuild(unit, childUnit) end; foreach Unit childUnit: unit.unitsItCanBuild if childUnit.unitsItCanBuild then build(childUnit) end
Hey AF, I started using Shard because it seems cool. Got it basically functioning as much as building units and attacking me, but i'm not very capable of making it do much more than this. main goal is to have the ai detect various lus locals and change behaviour accordingly (for instance, withdrawing a unit when it becomes overheated, re-attacking when its cooled down, using jump jets, returning to base to repair, and capturing flags)
This is useless: [20:29:26] note [20:29:31] that the entire attacking system can be either [20:29:33] sidestepped [20:29:35] or replaced [20:29:53] all it would take is either your own behaviours, thats then assigned to attacker units
Momentary hiccup, my main machine has died, new one arrives thursday. No data has been lost. I still have my macbook so I am still contactable ( and still have developer tools ). Ill have my new machine setup Friday/Thursday evening, followed by a 5 day weekend ;D
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