Gundam 1.1 test version
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If I free up any time, I'll look into it, but I have no experience and little time... so I make no promises.smoth wrote:I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files
http://cs.selu.edu/~ssmith/suprise/
I uploaded a new test version.
All sigh ranges raised to one and a half times their current values.
T61 gimped a bit
zeon mine and minofsky generator no longer say seig zeon.
zeon commander more deadly now.
there are other things but I forget.
Also the smoke may look weird.. ignore it.
I uploaded a new test version.
All sigh ranges raised to one and a half times their current values.
T61 gimped a bit
zeon mine and minofsky generator no longer say seig zeon.
zeon commander more deadly now.
there are other things but I forget.
Also the smoke may look weird.. ignore it.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
i'll have a bash at making one then - what're the scout units?smoth wrote:I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files
edit (scout units can't attack in AAI)
Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.
I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
did you set the energy ratio?neddiedrow wrote:Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.
I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
i tried it on about 7 and it seems to work better than 25 or 30 or whatever it was on! much less wastage.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
http://cs.selu.edu/~ssmith/BB/index.phpIceciro wrote:Where do I pick up the AAI code for Gundam?
Don't use my file, use Unpossible's. He made a more advanced .cfg while I developed from the 0.98 Gundam .cfg - his is a lot smarter.