it is also possible to specify AI options in script.txt now.
it works like this:
Code: Select all
[TEAM0]
{
TeamLeader=x; // player number that is the "leader"
AllyTeam=number;
RgbColor=red green blue; // red green blue in range [0-1]
Side=Arm/Core; // other sides possible with user mods i suppose
Handicap=0-100; // Percent bonus on all resources collected ?
StartPosX=0; // Use these in combination with StartPosType=3
StartPosZ=0; // range is in map coordinates as returned by unitsync (NOT like StartRectTop et al)
LuaAI=name; // name of the LUA AI that controlls this team
[AI] // [optional]Skirmish AI section
{
Name=RAI; // name of the Skirmish AI that controlls this team
// (see spring.exe --list-skirmish-ais for possible values))
Version=0.1; // [optional] version of the Skirmish AI that controlls this team
[OPTIONS] // [optional] contains AI implementaition specific option values
{
difficultyLevel=1;
}
}
// Either LuaAI is set, the [AI] section is defined or none of the two.
// The TeamLeader field indicates which computer the a Skirmish AI will run on.
}
an other option would be to have the AI section outside of the TEAM section, directly under section GAME. As an AI is kind of an equivalent to a PLAYER, which is also directly under GAME, this would make sense.
please "vote" pro or contra that idea.