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by casperjeff
06 Jun 2014, 22:58
Forum: General Discussion
Topic: RTS Creator muhahaha
Replies: 20
Views: 4874

Re: RTS Creator muhahaha

Was created with leadwerks
http://www.leadwerks.com/
by casperjeff
25 Jan 2010, 23:38
Forum: AI
Topic: Multiple Java AI bots same game
Replies: 10
Views: 4426

Re: Multiple Java AI bots same game

Can somebody point me in the right direction to determine how multiple java AI bots are handled by the game code. I am assuming that each bot is managed as a separate thread in the same VM....but I am confused about the event model (how events are passed to each bot) and how a single bot eating up C...
by casperjeff
01 Nov 2009, 23:33
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Re: Absolute control over units

what is your goal in general? My goal is to have disciplined units that follow orders of their commanders. My AI is based upon the chain of command concept (hence the COCAI name) including a robust implementation of a military TO&E and overall strategic plans managed by an S3 that can actually ...
by casperjeff
01 Nov 2009, 17:51
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Re: Absolute control over units

If another unit comes around (enemy or ally) and attempts to move 'through' the space of my unit, the internal engine AI won't take over and 'move' my unit out of the way, will it Yes, it will for allied units, regardless of the move state. This has effected my ability to create neat formations in ...
by casperjeff
30 Oct 2009, 12:18
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Re: Unit facing direction

Got it to work. Pretty nifty. Thanks much!! private void rotateUnit(COCUnit unit, float angle){ float DISTANCE=100f; float SPEED = 0.002f; float toX = (float)Math.cos(Math.toRadians(angle))*DISTANCE; float toZ = -(float)Math.sin(Math.toRadians(angle))*DISTANCE; float toY = unit.getUnit().getPos().y;...
by casperjeff
29 Oct 2009, 14:08
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Re: Unit facing direction

Thanks...I will try this tonight. I did not experiment with wanted speeds that low....

I apologize...can somebody give me a rundown on the term 'elmo'? Elmos as a rate means to me 'how many Elmo's big bird can eat per second...which is about 2.4'
by casperjeff
29 Oct 2009, 07:49
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Re: Unit facing direction

All unit types can perform in-place turns below a certain limit (which defaults to 15 elmos per second; AI's can not read the actual value), but this only kicks in when a unit's turning speed is less than its wanted speed. Can you elaborate on this? Between all these functions, I figured I should b...
by casperjeff
28 Oct 2009, 15:44
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Re: Absolute control over units

Factors other than LoS that depend on unit facing: restricted-arc weapons
Meaning like the Long Range Plasma Cannon or like mobile artillery units?
Not sure if you meant up and down arc or left-right arc.
by casperjeff
28 Oct 2009, 13:35
Forum: AI
Topic: Building position/coverage
Replies: 3
Views: 909

Re: Building position/coverage

seems to match up with what I am seeing...thanks.....
by casperjeff
28 Oct 2009, 09:24
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Re: Absolute control over units

don't you think locking the exact position and facing of every unit is kinda overkill? Probably. But....as an ex military guy (mechanized), I really want my 'squad' units to do the right thing when they stop movement...like forming up in a herringbone or a coil (crucial for proper security). Same t...
by casperjeff
27 Oct 2009, 22:45
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Re: Absolute control over units

Hmmm...means I have to constantly check the position of my units to see if it has changed outside of my control? That kinda stinks. I guess I better not support allies playing with my ai-bot. :) I wish that the movement command of the unit that tried to move 'through' my unit would simply fail or ti...
by casperjeff
27 Oct 2009, 22:43
Forum: AI
Topic: Building position/coverage
Replies: 3
Views: 909

Building position/coverage

If I get an event say for example that a vehicle factory entered my line of site (or the line of site of a specific unit.....btw, there is no way to determine what unit actually 'spotted' another, is there?), I can get it's position and I can get it's x and z size from the unitdef.... but where is t...
by casperjeff
27 Oct 2009, 22:34
Forum: AI
Topic: Absolute control over units
Replies: 15
Views: 2581

Absolute control over units

Question (I know I have a lot).....I intend to have a pretty tight reign on my units (right down to tracking which direction they are facing) and using minuscule movements to facilitate in-place rotations. If another unit comes around (enemy or ally) and attempts to move 'through' the space of my un...
by casperjeff
27 Oct 2009, 22:32
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Re: Unit facing direction

thanks....I'll be ok I think.
by casperjeff
27 Oct 2009, 22:02
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Re: Unit facing direction

No.
Grumble.
Just a little more work for me.
by casperjeff
27 Oct 2009, 21:29
Forum: AI
Topic: where to find int values of various attributes (java AI)
Replies: 3
Views: 728

where to find int values of various attributes (java AI)

Struggling to find values for various things that I can't seem to locate in the java or C++ source header files. Example is the various fire_states I know that I can issue a SetFireStateUnitAICommand but I don't know the values to put in for fireState. I checked the spring engine source files...sepc...
by casperjeff
27 Oct 2009, 20:06
Forum: AI
Topic: Multiple Java AI bots same game
Replies: 10
Views: 4426

Re: Multiple Java AI bots same game

btw, it appeared that my issue was related to static (instance) variables in my bot..........(shared amongst all instances of that AI. Dumb of me.
by casperjeff
27 Oct 2009, 19:41
Forum: AI
Topic: Unit facing direction
Replies: 11
Views: 1754

Unit facing direction

Part of my AI's formations logic will need to determine a unit's facing direction (as well as the need to face units in a certain direction). I'd hate to think that the only way to 'face' a unit in a particular direction was to create a bogus move command and then stop the unit once movement starts ...
by casperjeff
27 Oct 2009, 11:51
Forum: AI
Topic: pathfinding, waypoints and built-in engine stuff
Replies: 18
Views: 2147

Re: pathfinding, waypoints and built-in engine stuff

Each AI coder is going to keep track of 'threats' in his/her own way. Some will cheat and know globabl locations of every enemy unit. Some will use only unit and radar LOS data and produce 'probability' maps of enemy placements. Some will 'guess' based on resource locations and observed strategies. ...

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