discriminatingly banned by decimator

discriminatingly banned by decimator

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

Post Reply
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

discriminatingly banned by decimator

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:19, edited 3 times in total.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Put all your builders onto Central Build AI, then make buildings when you have selected the BuildAI group. Builders will help constructing stuff if they are idle, or go off to make something if it needs it.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:19, edited 1 time in total.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:19, edited 1 time in total.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

IT DOES!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

dont select the units in the group, instead select the group itself, do thsi by clicking on 'select group'.

This could be redone much better if the groupAI itnerface had a callback event saying "user issued command to this unit in your group"
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

IT WORKS.
Look up the wiki the next time, I think it's explained there somewhere but I'm too lazy to dig it up (or not). Just do what AF said.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:19, edited 1 time in total.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

READ THE WIKI THeN.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:19, edited 1 time in total.
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

It only works for factories I think (for me anyway), which is a shame as its much more usefull for constructors.
Would be cool if someone could fix it to work with all builders.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Ehrm, ReportIdleAI *does* work with all builders, not just factories. Just assign the AI to a plant, and all con-units built in that plant will receive it automagically.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

teh wikeh!

http://taspring.clan-sy.com/wiki/Using_ ... up_.28Q.29


also, someone fix/enhace this

http://taspring.clan-sy.com/wiki/Central_Build_AI

and someone fix central build bc i cant use it if im not the host, and even if im, at times i cant use it and will only get "building failed".

^ true despite what jcnossen says.
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

Kloot wrote:Ehrm, ReportIdleAI *does* work with all builders, not just factories. Just assign the AI to a plant, and all con-units built in that plant will receive it automagically.
You sure you're not just being a noob and not testing properly? coz I dont see any reason why it should work for you and not me
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

RepIdleAI works normally in Linux with any recent SVN revision including 0.74rc1, which was where I tested it. I also looked at the AI's sourcecode and found no reason why its behavior would be different in Windows with 0.73b1, so it is probably an engine bug.
Last edited by Kloot on 22 Aug 2007, 21:46, edited 2 times in total.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Well, to put this issue to rest I installed vanilla 0.73b1 onto my Windows box and ran the Commanders script, and indeed only factories actually triggered idle messages. Verdict: Spring bug. ;)
Last edited by Kloot on 22 Aug 2007, 21:49, edited 3 times in total.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Fixed in SVN r2733.

(the CMD_SET_WANTED_MAX_SPEED commands
added in release 0.73b1 were messing up the idle check)
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

Yay :-)
sorry kloot didnt realise you were working with a different spring version
Post Reply

Return to “AI”