Search found 7 matches
I captured an ai' con veh (lev1 core) after stealing it with an atals on comet catcher (5 other (ai's present ) when the unit was coverted the game crashed, something about unexpected something or other, sorry I cant remember exactly what, me and cabbage playing 6 ai's totally frazzled me... I just...
- 29 Jun 2006, 21:10
- Forum: General Discussion
- Topic: Units don't turn in order to fire their arc-ed weapons
- Replies: 27
- Views: 2926
It will also make it possible to order a unit to hold position while ordering it to attack, so that it wont move even if the target moves out of range. // code to change a untis mvoe state to hold position int unit = magicboxthatgivesunitID(); Command c; c.id = CMD_MOVE_STATE; c.params.push_back(0)...
- 29 Jun 2006, 15:11
- Forum: General Discussion
- Topic: Units don't turn in order to fire their arc-ed weapons
- Replies: 27
- Views: 2926
Currently its not possible for an AI to know the direction a unit is facing (unless there are some hidden functions somewhere). It can't ask a unit to change its direction either, we must use a move order right now :( Some more problems: There are no way to order only one weapon to fire. Its all or ...
- 29 Jun 2006, 13:19
- Forum: Engine
- Topic: workertime / buildtime / time
- Replies: 4
- Views: 591
Re: AI exceptions
Yes, I know... I have tried both options, on and off, still errors, nothing changed (except that with off option selected, I don't receive that message, but thats obvious). I have spoken with Krogothe, problem is FF has all air units, no land ones. KAI seems to crash cause of it. The crash is a cac...
The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot. When KAI tries to make metal extrac...
- 27 May 2006, 22:33
- Forum: AI
- Topic: ClosestBuildSite problem
- Replies: 1
- Views: 518
ClosestBuildSite problem
I notised this problem with ClosestBuildSite: Its searchRadius parameter appears to only give a search radius of sqrt(searchRadius / 64) * 16. float3 CAICallback::ClosestBuildSite(const UnitDef* unitdef,float3 pos,float searchRadius,int minDist) { CFeature* feature; int allyteam=gs->AllyTeam(team); ...