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by Erik
31 Oct 2011, 18:21
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Notsoballsey reclaims as intended, the new version broke it somehow.
by Erik
31 Oct 2011, 15:26
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

It has a dotted line connecting it, a radius but does not move at all (in some rare cases a nonsensical movement towards the spot it was built and back and then stops).


Notsoballsey does work just fine tough.
by Erik
31 Oct 2011, 10:20
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Well even if i make it a small area command around the target feature i can see the correct order when selecting the unit in observer mode, the problem is the unit is just not doing anything.
by Erik
30 Oct 2011, 19:39
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Default one has a bug that goes away by replacing:
if unit:Internal():ID() == self.unit:Internal():ID() then
with:
if unit.engineID == self.unit.engineID then
but even after that it does nothing but Echo that its updating(which i put there to see if the script is called at all).
by Erik
30 Oct 2011, 16:18
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Your code even if it works would send the unit off reclaiming every 500 frames regardless of what it's currently doing.
That is intended.

Reclaim commands as such are not working neither area nor single feature.
by Erik
30 Oct 2011, 12:11
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Context function AutoReclaimBehaviour:Update() local f = game:Frame() if math.mod(f,500) == 0 then game:SendToConsole("updating collector targets ------------") pos = self.unit:Internal():GetPosition() local feat = map:GetMapFeaturesAt(pos,50000) local Eval = {} if #feat > 0 then for i=1,#feat do lo...
by Erik
29 Oct 2011, 18:33
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Does the reclaim work for you by now? I can't get it to work, neither single feature reclaim nor area reclaim self.unit:Internal():Reclaim(feat[target]) yields [f=0001113] <SkirmishAI: Shard 0.35RC2 (team 1)>: ...sh\Shard\0.35RC\ai\Void\builderregisterbehaviour.lua:8: attempt to call method 'Interna...
by Erik
09 Oct 2011, 20:08
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Normal reclaim order seems to have no effect aswell.
by Erik
09 Oct 2011, 10:30
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

No area reclaim makes me a sad panda.
by Erik
07 Oct 2011, 10:31
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

there you go
by Erik
06 Oct 2011, 21:08
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

I tried with parameters and without neither worked
by Erik
06 Oct 2011, 16:31
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

I just called the function and assigned it to a new local variable, the same way it is done with "GetEnemies" in "attackhandler.lua".
by Erik
06 Oct 2011, 14:12
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

nope thats not it, i tried by grabbing all features on the map which has plenty of them. The error should be somwhere within the function since it has to do with the variable fv which is not even returned. Also it would be really usefull to have not only a list of all functions that are available bu...
by Erik
06 Oct 2011, 10:12
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

When calling that function: local features = map:GetMapFeaturesAt(pos,5000) it results in: [f=0000500] <SkirmishAI: Shard 0.35RC (team 1)>: ...\_Spring\AI\Skirmish\Shard\0.35RC\ai\preload\api.lua:174: attempt to index local 'fv' (a userdata value) stack traceback: [C]: ? [C]: ? still does not work .-.
by Erik
05 Oct 2011, 12:24
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey

GetMapFeatures() does not work: [i called: game.map:GetMapFeatures() and map:GetMapFeatures() neither works] [f=0000500] <SkirmishAI: Shard 0.35RC (team 1)>: Wrong arguments for overloaded function 'IMap_GetMapFeatures' Possible C/C++ prototypes are: IMap::GetMapFeatures() IMap::GetMapFeatures(Posit...
by Erik
04 Oct 2011, 16:27
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.31.1 Not So Ballsey

Three more questions:

How would i best keep track of an AIs unit count for example it always wants to have at least 2 builders?

How do i get an AIs ressource pool (with example if possible)?


Is there a function i could call that returns all enemies that the AI can see currently?
by Erik
02 Oct 2011, 21:15
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.31.1 Not So Ballsey

still using the "not so ballsy" one
by Erik
02 Oct 2011, 19:07
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.31.1 Not So Ballsey

Another bug/strange behaviour thingy:

In the buildques if i call a function that returns nil the build process is stopped altogether instead of just skipping that entry.

Also would help to be able to return "wait" commands.
by Erik
30 Sep 2011, 23:04
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.31.1 Not So Ballsey

Bug: UnitDead is called for every behaviour for each unit in possession of the AI player, i don't think this is intended( i thought it would be called only when a unit with that behaviour dies not for every unit). In addition it is called for each frame while the unit dies, for example a building wi...
by Erik
27 Sep 2011, 19:28
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 81410

Re: Shard 0.31.1 Not So Ballsey

Edit: Got it working

Edit2: The "wait" function for the buildlists does not work, it either cancels everything or has no effect at all.

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