WD Script

WD Script

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

Moderators: hoijui, Moderators

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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

WD Script

Post by Zoombie »

Could anyone knock up a random enemy skript for WD. Its wird, fighting AK's and Golithis with M60 pill boxes and howitsers!

Also i dont know how the WD units are named, so i cant make one myself. If some one would write up the name's of the units THEN i could make one that has a lot of infantry backed by a few tanks. Namly so i can build lots of pill boxes!!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

2 skirmish AI are due within the month. A script would be a waste of time.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Oh really :| ! I did not know that! Cool... Skirmish you say?

Very Interesting
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

depends on how good they are zoombie :( alantais still needs that mex placing algorithm and atm only follows a initial BO (although even that hasn't been tested) and he said that when he tried to compile it / use the AI he got BSOD :( hope (zaphods???) well the other persons AI is going a bit better :?
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

You can edit the script yourself, the spawn script is sitting in the TASpring folder. Just change the names to your mod of choice.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Min3mat, that crash is likely because I was laoding it in build 8 btu didnt have the build 8 code from the cvs.

Dynamic building is all done, I just need to code something that actually uses it. And munch has provided me with everythign I need to do a metal extractor algorithm so I'll sort that out today.

btw is there any plans for different levels of difficulty with AI? I can implement it btu without th engine support I'd ahve to guess or do soem load from a file, and that'd be annoying for people trying to play.....
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

I don't know, but it sounds like we need something along the lines of TA:M, or the Freelancer Mod Manager, but for AI's, as well as Mods.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Currently the globalAI script laods test.dll and it doesnt give an option t change it. However SJ has said that the support is there to change the AI using the script.txt and through the lobby.
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