Search found 295 matches
- 13 Feb 2014, 03:47
- Forum: AI
- Topic: enemy attack prediction
- Replies: 14
- Views: 3097
enemy attack prediction
Has anyone written any kind of "is that a blob of enemy units & radar blips? if so, where is it headed and will it hurt me?" algorithm? So far I've got each enemies' movement vector average over the last ten seconds (and therefore its predicted position). I was going to just check all ...
- 12 Feb 2014, 22:08
- Forum: Art & Modelling
- Topic: Random WIP 2014+
- Replies: 303
- Views: 116986
Re: Random WIP 2014+
that's really lovely
- 10 Feb 2014, 19:28
- Forum: Lua Scripts
- Topic: blob groups
- Replies: 3
- Views: 1082
Re: blob groups
oops, forgot to include the texture for that blue circle in the screenshot. see above for link to zip.
- 10 Feb 2014, 13:27
- Forum: Lua Scripts
- Topic: blob groups
- Replies: 3
- Views: 1082
blob groups
An evolution of the blob guard widget. Numbered groups assist and repair other members as needed. Also reclaim, resurrect, repair, and assist anything close by. Combat units form a protective ring around everything else. If the whole group is ordered to move somewhere else, the fastest units will wa...
- 07 Feb 2014, 22:21
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3484
Re: blob guard
and now i learn that Jools already made something similar for XTA (but without the protective aspect, i think).
Jools wrote:-- (Why are you even reading this, go out in the sun and play with the kids.)
- 07 Feb 2014, 21:48
- Forum: Lua Scripts
- Topic: Fancy Teamplatter
- Replies: 6
- Views: 1217
Re: Fancy Teamplatter
how's this?
- 07 Feb 2014, 20:58
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3484
Re: blob guard
Made some updates (visual indicators, blob merging). Adding a custom command is wonky. Is it possible to modify the guard command to accept either ICON_MODE (1) or ICON_AREA (4) parameters, like reclaim or attack?
- 06 Feb 2014, 22:41
- Forum: Lua Scripts
- Topic: blob guard
- Replies: 20
- Views: 3484
blob guard
By popular request two years ago , I made a widget to do an area guard of multiple units. Guards that can assist and/or repair will do so as needed to any units within their guarded blob. Combat unit guards that are fast enough surround the guarded blob in a circle to protect it. download GitHub pro...
- 05 Feb 2014, 10:54
- Forum: Lua Scripts
- Topic: aggressive guard
- Replies: 19
- Views: 2336
Re: aggressive guard
Complete rewrite of ancient widget! Places guards in a circle unless there are only one or two guards, who go in front and (the second goes) in back of a moving unit. Only takes effect if the guarding units are faster than the unit they're guarding, can attack, can't assist, and can't fly. guard_all...
- 04 Feb 2014, 23:47
- Forum: Lua Scripts
- Topic: [Updated] Chili Endgame Stats v1.0
- Replies: 22
- Views: 11209
Re: [Updated] Chili Endgame Stats v1.0
Code: Select all
Error in GameOver(): [string "LuaUI\Widgets\gui_chili_funks_endgraph.lua"]:351: attempt to index upvalue 'Chili' (a nil value)
- 31 Jan 2014, 22:34
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287864
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
what about get enemy units? you just added the handling of enemy unit deaths, i see. before you made those changes, did the enemy unit objects ever get deleted?AF wrote:I believe the true source of the problem lies in the get friendly units APIs.
also, thanks for working on it
- 31 Jan 2014, 21:51
- Forum: AI
- Topic: Shard AI seems to be causing severe framerate drops for me.
- Replies: 12
- Views: 3031
Re: Shard AI seems to be causing severe framerate drops for
AF, looks like there's a typo. The line that registers enemy unit deaths...
edit: there's a pull request fixing the typo
Code: Select all
struct SeNEMYDestroyedEvent* evt = (struct SEnemyDestroyedEvent*) data;
- 31 Jan 2014, 21:35
- Forum: AI
- Topic: Shard AI seems to be causing severe framerate drops for me.
- Replies: 12
- Views: 3031
Re: Shard AI seems to be causing severe framerate drops for
it did seem to be crashing from posthumous unit accesses before i made some lua changes to prevent those. but now of course the question is what does stick around in memory?AF wrote:They're removed from the unit map and then deleted
- 31 Jan 2014, 06:49
- Forum: AI
- Topic: Shard AI seems to be causing severe framerate drops for me.
- Replies: 12
- Views: 3031
Re: Shard AI seems to be causing severe framerate drops for
Seriously.. i not that smartPicassoCT wrote:Seriously.. there are c++ dlls who basically do garbage collection.. its unsynced anyway so why not.. get yourself free (;)
- 30 Jan 2014, 20:57
- Forum: AI
- Topic: Shard AI seems to be causing severe framerate drops for me.
- Replies: 12
- Views: 3031
Re: Shard AI seems to be causing severe framerate drops for
If you had another team, without units in stasis, governed by shard, and on memory-demise transfered the units.. lol. don't forget, transfers the units and then starts another instance to wait for the next memory demise for posterity, here's a link to the other discussion of this problem: http://sp...
- 23 Jan 2014, 23:25
- Forum: AI
- Topic: Shard AI seems to be causing severe framerate drops for me.
- Replies: 12
- Views: 3031
Re: Shard AI seems to be causing severe framerate drops for
It's a combination of two things: First, the Lua code I wrote for Shard to play BA is pretty ineffecient. Second, as I understand it, the Shard-Spring interface keeps certain data in memory forever. (AF, who wrote Shard, understands this better.) My Lua code for BA accesses those kinds of data more ...
- 07 Jan 2014, 07:01
- Forum: Balanced Annihilation Reloaded
- Topic: BA:R Arm models
- Replies: 133
- Views: 104942
Re: BA:R Arm models
consul, the fun-loving tracked robot who likes to go out dancing
- 03 Jan 2014, 21:03
- Forum: News
- Topic: Spring 96.0 released!
- Replies: 21
- Views: 22408
Re: Spring 96.0 released!
fix #4200 (secret)
- 29 Dec 2013, 20:47
- Forum: AI
- Topic: Does AAI still work for something?
- Replies: 17
- Views: 3774
Re: Does AAI still work for something?
try the Shard dev AI when 96.0 comes out, i've been configuring it with the intention of playing cooperatively against it on maps with mixed terrain. http://springrts.com/phpbb/viewtopic.php?f=44&t=31035
also i agree with Silentwings, KAIK is a big improvement over AAI for compstomp
also i agree with Silentwings, KAIK is a big improvement over AAI for compstomp
- 27 Dec 2013, 09:26
- Forum: Balanced Annihilation
- Topic: BA 7.90 Released!
- Replies: 32
- Views: 5091
Re: BA 7.90 Released!
the latest BA test version (at http://imolarpg.dyndns.org/svn/trunk, i'm assuming) indeed does not mess with start positions chosen before game (including AI start positions) for me. thank you for fixing that! who or what is thorium?