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AI widget in C++

Posted: 08 Aug 2017, 09:19
by quakeman2
Hello,

i would like to have a C++ AI script to work like a widget.
Since many of you guys already know about the whole architecture of the code, which is the best way to let a c++ code work in a widget?

Mando

Re: AI widget in C++

Posted: 08 Aug 2017, 11:17
by gajop
That's not supported.

Re: AI widget in C++

Posted: 08 Aug 2017, 20:28
by Kloot
Go back in time about 8 years to the age of now-extinct group AI's.

Random unrelated comment: I totally can't spot any flaws in the idea of players running mando-supplied binary blobs.

Re: AI widget in C++

Posted: 09 Aug 2017, 09:04
by quakeman2
Kloot wrote:I totally can't spot any flaws in the idea of players running mando-supplied binary blobs.
xD

STFU omg.... it's just for myself not meant to be distributed.

Btw... is at least possible from a LUA widget to make a localhost http call or it also has network features limitations?

Re: AI widget in C++

Posted: 09 Aug 2017, 11:01
by gajop
You can see one way how this can be done here: https://github.com/Spring-SpringBoard/S ... nector.lua

Re: AI widget in C++

Posted: 09 Aug 2017, 12:15
by quakeman2
Cool! Thanks a lot!

I will check and make some tests later.

Re: AI widget in C++

Posted: 11 Aug 2017, 10:15
by quakeman2
Was also wondering....
In case i want it to be faster and with less lag where would be the best place in engine code to directly get the units position informations and add the commands it the queue?
I want to avoid using standard AI wrappers and /aicontrol or however is written.

Re: AI widget in C++

Posted: 11 Aug 2017, 11:16
by gajop
I don't understand what any of this means
In case i want it to faster with less lag
grab the game informations
then use /aicontrol or however is written
?

Re: AI widget in C++

Posted: 13 Aug 2017, 09:19
by quakeman2
Sorry,

i corrected the post. Was full of typo from mobile phone corrections and i probably wrote in drunk conditions xD
Anyway just check if now makes sense to you.
I just mean i would like to plug these AI scripts directly into the engine.