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by Veylon
27 Sep 2005, 21:09
Forum: Engine
Topic: New minimap mode
Replies: 4
Views: 718

Couldn't this tie in with the Group AI somehow? It just feels like it should...
by Veylon
27 Sep 2005, 20:08
Forum: AI
Topic: TAI V1
Replies: 37
Views: 8208

Looks pretty clever. I like the idea of a HTML Log File. I might have to try it...

I don't know about the whole 'Agent' System, though. I'm probably wrong, but I'll stick with handing out a GroupAI here and there.
by Veylon
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...
by Veylon
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...
by Veylon
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...
by Veylon
22 Sep 2005, 00:09
Forum: AI
Topic: Global Ai interface is here! Should anything be changed?
Replies: 25
Views: 4201

What I would like would be a way to get a list of all the units currently loaded in the game. That way, the AI could tell what is available and how good it is all the way up and down the line.
by Veylon
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...
by Veylon
21 Sep 2005, 21:25
Forum: AI
Topic: Skirmish AI progress report
Replies: 24
Views: 4843

To heck with political correctness! I just want something that'll work.

I see that the const part is important. I'll have to try it again.
by Veylon
21 Sep 2005, 20:24
Forum: AI
Topic: Game AI Wish-list
Replies: 6
Views: 2000

Just have it flip through it's build list and check the UnitDef's until it comes to a metal extractor. Then build it.
by Veylon
21 Sep 2005, 20:20
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 9882

I wasn't so much thinking in terms as "best" or "most efficient". More like "simple" and "easy".

If my AI ever goes anywhere, I'll be sure to try to have something better than this. This is just for starters.
by Veylon
21 Sep 2005, 20:18
Forum: AI
Topic: Trouble with Unitdef.h file
Replies: 14
Views: 2164

My issue is that I used the same code as you, but for every unit I got the unit code of 15.

Adding some padding to the beginning worked, because I did a binary dump of the structure and found the offset that was creating the error.

Again, what you have should've worked for me, but it didn't.
by Veylon
21 Sep 2005, 20:16
Forum: AI
Topic: Skirmish AI progress report
Replies: 24
Views: 4843

Stupid question: How do you get the name of the unit? I know it's in a std::string, but everything I try to access it, the game crashes. I've tried streams (to a log file) with: UnitDef *pud = callback->GetUnitDef("UNITNAME"); LogFile << pud->name; and conversion to c-strings too: UnitDef ...
by Veylon
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 ...
by Veylon
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...

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