Search found 285 matches
- 08 Mar 2012, 19:58
- Forum: AI
- Topic: AI Interface and new release note
- Replies: 6
- Views: 2146
Re: AI Interface and new release note
the only thing that shard still lacks is support for custom commands. If it had that you could write a killer bot that takes over the world.
- 29 Feb 2012, 12:36
- Forum: Feature Requests
- Topic: strafe speed.
- Replies: 6
- Views: 1559
Re: strafe speed.
Even the back and forth movement? I haven't jet found a way to limit/remove that.
- 28 Feb 2012, 10:55
- Forum: Feature Requests
- Topic: strafe speed.
- Replies: 6
- Views: 1559
Re: strafe speed.
+1 it would be cool to be able to disable/minimize strafing because it doesn't fit every unit.
- 14 Feb 2012, 22:32
- Forum: Feature Requests
- Topic: Weapons vs features (collision detection and aoe)
- Replies: 1
- Views: 674
Weapons vs features (collision detection and aoe)
I found that whenever a weapons aoe is smaller than a features model radius it will detonate on the outer edge but no deal any damage since (wild guess) it uses the center of the feature instead of the edge(which seems to be the case for units).
Is this a bug or a feature? (no pun intended, duh)
Is this a bug or a feature? (no pun intended, duh)
- 31 Jan 2012, 20:06
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
In Taskquebehaviour(ProgressQueue) i did a slight reordering of the if's and a rename(val -> value) to allow processing of tables returned by functions (led to error otherwise). ..... --this is where the function should be called if type(val) == "function" then value = val(self) end --chec...
- 25 Jan 2012, 18:49
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
That was not the question, i know how the attackhandler works. The thing is that the AI might need to take a few of the waiting units in order to defend itself (in some games this might be necessary...) and for that i want to check the distance each defender has from the attacked spot in order to on...
- 24 Jan 2012, 19:15
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I need the position of each recruit because i place warning labels on positions i.e. "base is under attack at 2000,500" in order to divert idle recruits to defending locations.
How would i get an object out of the table that i can call ".GetPosition()" for?
How would i get an object out of the table that i can call ".GetPosition()" for?
- 24 Jan 2012, 18:29
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
ah i see, i guess to fix it i would add the teams number or so. How would i get it?
Also how exactly does the recruits table work? How would i get the position of a recruit by calling the respective funciton?
Also how exactly does the recruits table work? How would i get the position of a recruit by calling the respective funciton?
- 24 Jan 2012, 14:41
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
In 2) i compare two shards. Basically i wrote a module that does expensive calculations once in while to store the results. In order to avoid multiple (Shard)AIs doing these computations in one frame (causes stutter with multiple AIs doing them at once) i create a random number as an offset. The pro...
- 23 Jan 2012, 23:16
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Few questions:
1) Is there a command that takes any commandID and makes a unit perform the respective action?
2) If i create a random number in a module i.e.
ai.xzy=math.random(1,10) i always get the same for all AIs but if i do so within taskques i get different ones. Why?
1) Is there a command that takes any commandID and makes a unit perform the respective action?
2) If i create a random number in a module i.e.
ai.xzy=math.random(1,10) i always get the same for all AIs but if i do so within taskques i get different ones. Why?
- 01 Jan 2012, 22:36
- Forum: Game Releases
- Topic: Void v3 release
- Replies: 18
- Views: 14979
Re: [Void] Alpha release
Added Alpha 3 with more prettiness, carpet bombing and hopefully less sync errors.
- 28 Dec 2011, 00:16
- Forum: Game Releases
- Topic: Void v3 release
- Replies: 18
- Views: 14979
Re: [Void] Alpha release
Alpha 2 is out, added textures for most of the units, removed bugs made minor tweaks...
and a working shard AI oponent: Look up
http://springrts.com/phpbb/viewtopic.php?f=15&t=22582 for a working version, then add this
http://springfiles.com/spring/ai-opponents/shard-void
and a working shard AI oponent: Look up
http://springrts.com/phpbb/viewtopic.php?f=15&t=22582 for a working version, then add this
http://springfiles.com/spring/ai-opponents/shard-void
- 26 Dec 2011, 17:20
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Wait-function in buildques is broken, often does not resume producing after expired.
Edit:
also in default attackhandler you have a line
where it should read
one letter changed suddenly Shards attacks make sense...
Edit:
also in default attackhandler you have a line
Code: Select all
pz = pos.x - math.fmod(pos.z,600)
Code: Select all
pz = pos.z - math.fmod(pos.z,600)
- 21 Dec 2011, 10:15
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Code: Select all
[f=0000000] <SkirmishAI: Shard 0.35RC2 (team 0)>: error loading "AI\Skirmish\Shard\0.35RC2\ai\ai.lua" with error code:
- 19 Dec 2011, 18:24
- Forum: Game Releases
- Topic: Void v3 release
- Replies: 18
- Views: 14979
Re: [Void] Alpha release
I didn't include any yet. I think notsoballsey AI works with Spring 82 (you wont get any CEGs though if you use that version), it isn't too intelligent and basically tries to steamroll your with economic power. If anyone is interested i can upload it but ofc i would prefer if you come online and pla...
- 19 Dec 2011, 15:40
- Forum: Game Releases
- Topic: Void v3 release
- Replies: 18
- Views: 14979
Void v3 release
Now 20% more shiny. http://springfiles.com/sites/default/files/images/spring/games/screen_3_11.png Version 3 changes: -Armory: Upgrades units with additional firepower, has a special upgrade for hero units! -Building construction animations with scaffolds. http://i48.tinypic.com/35mje61.png -Added n...
- 12 Dec 2011, 17:28
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I need an AI. Or Betatesters
- 20 Nov 2011, 14:37
- Forum: Lua Scripts
- Topic: custom interaction command
- Replies: 6
- Views: 811
Re: custom interaction command
Can't really find anything usefull there, a tutorial or sample script for commands would be cool.
- 20 Nov 2011, 12:42
- Forum: Lua Scripts
- Topic: custom interaction command
- Replies: 6
- Views: 811
custom interaction command
What i need is basically a unit A having a custom command xyz that is issued when clicking a unit B meeting certain conditions [i.e. same team] and in those cases overrides the default behavior [guard/attack or. w/e.] for example to merge two units. Anyone knows where to start? Is there any document...
- 20 Nov 2011, 10:40
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 287158
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Is there a version of shard that works with Engine version 83?