taunting.
Moderators: hoijui, Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
taunting.
easy addition to any any AI that makes it 1000x times more fun. remember zero hour generals mode with the awesome taunting generals? especially tank china?
just have like 10-20 conditons in which an ai taunts.
(player defeated, destroys a comm, loses its comm, destroys somthing worth 2000 metal, builds a nuke, d-guns somthing etc etc) and then say 10 taunts for each condition.
just have like 10-20 conditons in which an ai taunts.
(player defeated, destroys a comm, loses its comm, destroys somthing worth 2000 metal, builds a nuke, d-guns somthing etc etc) and then say 10 taunts for each condition.
- hughperkins
- AI Developer
- Posts: 836
- Joined: 17 Oct 2006, 04:14
Does sound easy. Perhaps paste the taunts in a config-file compatible format below, and we can paste them into our AIs.
If you're not sure what format to use, you could do it in xml:
<condition name="enemycommdies">
<taunt>Hmmm, hope that wasn't anything important?</taunt>
<taunt>Hey, can I speak to your commander a sec? Oh wait...
</taunt>
</condition>
<condition name="destroy2000metal">
<taunt>Whee!</taunt>
</condition>
<condition name="winsgame">
<taunt>It's strange, you stopped attacking me. Everything ok?</taunt>
<taunt>Well done, you nearly beat a machine</taunt>
</condition>
If you're not sure what format to use, you could do it in xml:
<condition name="enemycommdies">
<taunt>Hmmm, hope that wasn't anything important?</taunt>
<taunt>Hey, can I speak to your commander a sec? Oh wait...

</condition>
<condition name="destroy2000metal">
<taunt>Whee!</taunt>
</condition>
<condition name="winsgame">
<taunt>It's strange, you stopped attacking me. Everything ok?</taunt>
<taunt>Well done, you nearly beat a machine</taunt>
</condition>
This is a good idea, but I think you're putting it in the wrong place. If it's in the AI, it will act inappropriately if the mod being played is of a considerably different character than what the AI is designed for. Imagine something like Nanoblobs where the resource figures are orders of magnitude higher than AA; suddenly everything would be a high-value target. One approach would be for the AI to analyze everything in the mod and figure the stuff out, but that seems overly complicated.hughperkins wrote:Does sound easy. Perhaps paste the taunts in a config-file compatible format below, and we can paste them into our AIs.
Instead, I think it should be defined in the mod. And then it will be automatically generated by the engine if "autotaunt" is selected for a player (much like in Unreal Tournament and such). AIs would (probably) have this autotaunt feature enabled by default.
This also means the messages could get very specific--a mod author could create individual taunts (or a whole set!) for killing certain high-value targets. And these would work across all AIs (and even players) so long as their autotaunt flag is set in the game lobby.
If we do do it, then we use TDF not xml. We have 5 skirmish AIs and a game engine currently using TDF, and the last thing we need is to add in an xml parser and parse a single file.
That being said, I said a very long time ago I'd add optional taunts to NTai if someone would provide the code, which isn't very hard to do, and Lindir tried but didn't know enough C++ to do it, and targ collective suffered the same fate combined with real life.
I never bothered to code it myself because I never had taunts to make it sayign anything and couldnt be bothered writing load sup.
That being said, I said a very long time ago I'd add optional taunts to NTai if someone would provide the code, which isn't very hard to do, and Lindir tried but didn't know enough C++ to do it, and targ collective suffered the same fate combined with real life.
I never bothered to code it myself because I never had taunts to make it sayign anything and couldnt be bothered writing load sup.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: taunting.
Worst. Feature. Ever. If there's one thing I didn't like about ZH then it was the annoying generals which repeated themselves like 20 times a minute.1v0ry_k1ng wrote:easy addition to any any AI that makes it 1000x times more fun. remember zero hour generals mode with the awesome taunting generals? especially tank china?
just have like 10-20 conditons in which an ai taunts.
(player defeated, destroys a comm, loses its comm, destroys somthing worth 2000 metal, builds a nuke, d-guns somthing etc etc) and then say 10 taunts for each condition.
To quote the tank general: "...I VILL SSIMPLY BUILD MOAR TANKS INSTEAD [giggles like a drunkard]". Was only half of it because I can't remember it well, but imagine an AI being a complete retard like 90% of the time. You'll soon lose any interest at all to play them.
It was fun the first time, perhaps the second as well but that's it.

Hm okay, there was a game which had a fun insulting AI: Future Cop LAPD.

- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53