AI for Commander Shooter or other FPS
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
AI for Commander Shooter or other FPS
Can someone modify an existing AI to work with FPS style games? Like Commander Shooter? If possible, on maps like "Maze"?
Re: AI for Commander Shooter or other FPS
I think it would be better to write an commander shooter specific AI. The version I played ~half a year ago was not that complex, but rather different from mods like BA, XTA etc. .Therefore I guess it would be easier to write a ComShooterAI from scratch instead of modifying an existing AI very much.
Re: AI for Commander Shooter or other FPS
One of the easiest methods would be to set the units as attackers in an NTai configuration, and then set the attack group size as 1 and make sure it never increases in size.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: AI for Commander Shooter or other FPS
I never have gotten NTAI to work, I'd be interested to see if it can make Commander Shooter AI playable.
Re: AI for Commander Shooter or other FPS
The important thing seems to be controlling the group size and distribution. NTAI works perfectly for that.
Any basic AI that can build and attack should be sufficient.
Any basic AI that can build and attack should be sufficient.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: AI for Commander Shooter or other FPS
I suppose the next question is, would some skilled individual be willing to create an NTAI config for Commander Shooter?
Re: AI for Commander Shooter or other FPS
skilled?!?! nonsense.
All you have to-do is run commander shooter with ntai to generate a blank config, open the config in toolkit, check every single unit as an attacker, then set attack groups to size 1 and make ti so they enver get bigger.
Its a 3 minute job, most of which involves loading spring.
All you have to-do is run commander shooter with ntai to generate a blank config, open the config in toolkit, check every single unit as an attacker, then set attack groups to size 1 and make ti so they enver get bigger.
Its a 3 minute job, most of which involves loading spring.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: AI for Commander Shooter or other FPS
Why am I always forced to do this myself? I've never once made a successful config file. Can't you just distribute some premade configs when you release it?
I will try, doesn't sound that hard. Not like making one for XTA or BA or whatever. Still, someone should post it somewhere so everyone isn't required to do that for themselves.
I will try, doesn't sound that hard. Not like making one for XTA or BA or whatever. Still, someone should post it somewhere so everyone isn't required to do that for themselves.
Re: AI for Commander Shooter or other FPS
I would and do but they have to be made first, and I havent the time to playtest and build configs for every version of every mod that needs them. It's a 10 minute job though max, which goes to show just how limited my available resources are right now.
Heck I wrote a point and click program for building configs it cant be that hard!
Heck I wrote a point and click program for building configs it cant be that hard!
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: AI for Commander Shooter or other FPS
point taken
Re: AI for Commander Shooter or other FPS
The odd thing is you could heave rebuilt NTai from scratch and learned C++ in the time its taken for you to do this thread, yet there's no config to be seen despite it being one of the simplest easiest to build configs you could have built.