Search found 174 matches
- 23 Feb 2006, 19:58
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
New version: 1.09 I've added a new section in mods.cfg so that it can start out with a build list. It's pretty primitive, but it does keep OTAI from stalling out on certain mods (Nanoblobs, Gundam, helps with AA). I also fixed a potential Multithreading bug by having the BuildingOrganizer mark that ...
- 13 Feb 2006, 21:44
- Forum: AI
- Topic: UNIT Class v1
- Replies: 5
- Views: 1110
Looks interesting. I might suggest a few more status commands though. Maybe something like this: bool BeingBuilt(); bool IsAlive(); float Health(); float PercentHealth(); float3 CurrentPosition(); command CurrentCommand(); int Group(); ... etc. Also, for the sake of C++ pickiness, the UniDef and ID ...
- 13 Feb 2006, 21:32
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
- 13 Feb 2006, 21:21
- Forum: AI
- Topic: Slowness of AICallback->GetUnitDefList
- Replies: 10
- Views: 1850
One thing you can do is dump all the unit def stuff to a big file called NameOfMod.dat and then load it back next time your AI starts up. Of course, all the string data and pointers will be horribly corrupted unless you know how to do it right (which I don't). Even so, if you don't need those data, ...
Mine isn't entirely random, either. It won't send them if they can't go there (land/water issues) or if there is already LOS there. More to the point, it uses a custom random number generating class that I found in a book to get random numbers without getting the same ones over again until all of th...
- 09 Feb 2006, 22:46
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
Here's the page for the threading stuff I've been using:
http://msdn.microsoft.com/library/defau ... readex.asp
http://msdn.microsoft.com/library/defau ... readex.asp
- 09 Feb 2006, 22:43
- Forum: AI
- Topic: Group AI For Combat Builders/Medics/FARKS
- Replies: 4
- Views: 1169
I'll take a look at it. OTAI shouldn't crash on a new mod. Sit there, maybe, but not crash. Anyway, OTAI 1.09 will probably support the Gundam Mod in some way. Update: I've got it to mostly work. Right now, the problem is that the initial unit doesn't produce any resources, so that when it tries to ...
- 09 Feb 2006, 22:32
- Forum: AI
- Topic: 3 gig AI log
- Replies: 3
- Views: 850
- 09 Feb 2006, 22:30
- Forum: AI
- Topic: Krogothe's Metal Class v2
- Replies: 65
- Views: 8176
I'd like to put my two cents in by saying that I had to change Krogothe's Metal map finder to make it work properly on CometCatcher. I then edited it in other ways to make it log and such, so there's really no use in expecting AI's to load each others metal spots if they are going to be in different...
- 06 Feb 2006, 21:57
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
- 06 Feb 2006, 21:15
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
- 06 Feb 2006, 20:51
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
New half-version of OTAI. Now at a full 1.08. The threads don't seem to crash the game so far, but they do even out the CPU peaks into more of a plateau. Instead of locking up, the games gets slower. OTAI should play OK on all maps, as long as it uses the right profile. I've carved them down to Defa...
- 03 Feb 2006, 22:52
- Forum: AI
- Topic: SOBot proof of concept release
- Replies: 41
- Views: 8428
- 03 Feb 2006, 22:49
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
Yay! Now onto the next version (sort of). These links are for a new multi-threaded version of OTAI that should hopefully solve the whole freeze-up once and for all, after I finish getting them debugged. These are just for test purposes ONLY and are likely to cause crashes and multithread mayhem. Sou...
- 31 Jan 2006, 23:21
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22904
Corner Attack Bug: Seen it on Ashap Plateau. It's caused when the Attack Team has no targets and uses the default (0,0,0). I'm fixing it by having the Attack Team reset it's counter so that it waits instead of charging off to the great north-west. CPU Peak: I still don't know for sure why, but I sus...
- 27 Jan 2006, 22:04
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 294747
- 27 Jan 2006, 22:00
- Forum: AI
- Topic: Unit Categories
- Replies: 20
- Views: 2591
I don't know. This is a pretty confusing topic. Maybe we should be asking what kinds of categories that there can be , and then assigning each unit a value from 0 to 1 on how much it fits the archetype of that category. For instance, a scout unit might be one with a high speed-to-metal cost. I'm goi...
Yes, but directives are applied before the code is compiled, so __forceinline never comes up. Thus: int a; LOG(a); int b; Would convert to this with DOLOGGING defined: int a; GS->LogFile << a; int b; and this without: int a; ; int b; Whereas, with a inline function, it would go something like this: ...