Search found 285 matches
- 31 Oct 2011, 18:21
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Notsoballsey reclaims as intended, the new version broke it somehow.
- 31 Oct 2011, 15:26
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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.
Notsoballsey does work just fine tough.
- 31 Oct 2011, 10:20
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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.
- 30 Oct 2011, 19:39
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Default one has a bug that goes away by replacing:
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).if unit:Internal():ID() == self.unit:Internal():ID() then
with:
if unit.engineID == self.unit.engineID then
- 30 Oct 2011, 16:18
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
That is intended.Your code even if it works would send the unit off reclaiming every 500 frames regardless of what it's currently doing.
Reclaim commands as such are not working neither area nor single feature.
- 30 Oct 2011, 12:11
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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,#...
- 29 Oct 2011, 18:33
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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...
- 09 Oct 2011, 20:08
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Normal reclaim order seems to have no effect aswell.
- 09 Oct 2011, 10:30
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
No area reclaim makes me a sad panda.
- 07 Oct 2011, 10:31
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey
there you go
- 06 Oct 2011, 21:08
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.35RC1 & 0.31.1 Not So Ballsey
I tried with parameters and without neither worked
- 06 Oct 2011, 16:31
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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".
- 06 Oct 2011, 14:12
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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...
- 06 Oct 2011, 10:12
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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 .-.
- 05 Oct 2011, 12:24
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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...
- 04 Oct 2011, 16:27
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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?
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?
- 02 Oct 2011, 21:15
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
Re: Shard 0.31.1 Not So Ballsey
still using the "not so ballsy" one
- 02 Oct 2011, 19:07
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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.
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.
- 30 Sep 2011, 23:04
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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...
- 27 Sep 2011, 19:28
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 294949
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.
Edit2: The "wait" function for the buildlists does not work, it either cancels everything or has no effect at all.