Search found 174 matches
- 27 Sep 2005, 21:09
- Forum: Engine
- Topic: New minimap mode
- Replies: 4
- Views: 718
- 27 Sep 2005, 19:55
- Forum: AI
- Topic: Global Ai interface is here! Should anything be changed?
- Replies: 25
- Views: 4201
I was looking for more of a universal function. For instance, in mods certain units may or may not exist. I would like a function that tells what all the units currently loaded in the game are, so that an AI could know, not only what is in it's own build tree, but others as well. It would be handy f...
- 27 Sep 2005, 19:49
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9882
At the moment, It's just hard-coded. I have the AI step through several if-then checks to see what to build and have either the commander or a Construction Kbot build it in the Idle() function. They build Solars, Mexxes, Kbot Labs, LLT's, or DT's in a circle around the base. The Kbot lab randomly bu...
- 27 Sep 2005, 19:42
- Forum: AI
- Topic: Trouble with Unitdef.h file
- Replies: 14
- Views: 2164
OK. I think I solved the problem. Here's my UnitDef3.h File: #ifndef UNIT_DEF_STRUCT #define UNIT_DEF_STRUCT #pragma once #include <string> #include <vector> #include <map> struct MoveData; struct WeaponDef; // Special Format struct StrDat { unsigned char Empty [4]; union _IntData { struct _HasPoint...
- 22 Sep 2005, 00:09
- Forum: AI
- Topic: Global Ai interface is here! Should anything be changed?
- Replies: 25
- Views: 4201
- 22 Sep 2005, 00:05
- Forum: AI
- Topic: Trouble with Unitdef.h file
- Replies: 14
- Views: 2164
Actually, I have Visual Studio 6.0. I don't know how to do anything with alignment, and probably won't since all my crashes were before I changed the file. I have my AI printing off of a list of it's doings and some unit data, and it matches with the FBI's, so I'm not too eager to put things back th...
- 21 Sep 2005, 21:25
- Forum: AI
- Topic: Skirmish AI progress report
- Replies: 24
- Views: 4843
- 21 Sep 2005, 20:24
- Forum: AI
- Topic: Game AI Wish-list
- Replies: 6
- Views: 2000
- 21 Sep 2005, 20:20
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9882
- 21 Sep 2005, 20:18
- Forum: AI
- Topic: Trouble with Unitdef.h file
- Replies: 14
- Views: 2164
- 21 Sep 2005, 20:16
- Forum: AI
- Topic: Skirmish AI progress report
- Replies: 24
- Views: 4843
- 21 Sep 2005, 20:08
- Forum: AI
- Topic: Metal Extractor placement
- Replies: 51
- Views: 9882
I know that this might sound naive, but why not just have the AI find the nearest, best metal spot at the beginning, using any algorithm, then build other mexxes in a hex grid, each (mex radius) apart from one another? Mexxes are cheap, and this provides good redundancy, so it wouldn't penalize the ...
- 21 Sep 2005, 19:56
- Forum: AI
- Topic: Trouble with Unitdef.h file
- Replies: 14
- Views: 2164
Trouble with Unitdef.h file
I don't know if I have an old file or what, but when I tried using getting the unitdef structure by callback->GetUnitDef("UNIT"), it was messed up, so I had to put an array of 28 bytes into the unitdef struct to get it to work (after the names, but before loaded). struct UnitDef { string n...