Auto Skirm widget - Page 3

Auto Skirm widget

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

Moderator: Moderators

User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: Auto Skirm widget

Post by Decimator »

Do it, zwzsg. I would absolutely love to see the response. :P
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Auto Skirm widget

Post by Forboding Angel »

I would as well.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Auto Skirm widget

Post by 1v0ry_k1ng »

I dont know what everyone is panicing about, this is pretty tame.
as to converting aAI\Bot-libs\*.dll into a \AI\Helper-libs\*.dll:
kai had brilliant skirmishing behavior when it was managed by krogothe. if you could emulate that then we can wave goodbye to the domination of the 70 command/min microers
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Auto Skirm widget

Post by hoijui »

group AIs are deprecated, they will not be supported in the new AI Interface anymore, as all they did in the past is done with LUA today.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Auto Skirm widget

Post by REVENGE »

If it's easy, I'd like to see you do it, make a vid, and then post it for our enjoyment. You don't actually have to release (all) of it. :P
BeefofAges
Posts: 31
Joined: 21 Sep 2008, 20:07

Re: Auto Skirm widget

Post by BeefofAges »

What's really funny about widgets is that people worry that they remove skill from the game and let newbies play on an even footing with better players.

In reality, the opposite effect happens - newbies still suck, but good players are suddenly freed from a lot of time wasted on micro and can then focus on real gameplay, so they end up stomping crappy players that much harder.

It's true for myself, at least. The more I automate repetitive micro tasks, the more easily I can beat people, even if they're using the same widgets.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Auto Skirm widget

Post by 1v0ry_k1ng »

I find these widgets always do the dumb thing at the critical time, like skirmish backward into my minefield which explodes
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Auto Skirm widget

Post by SpikedHelmet »

In S:44 we already have something similar. Well, not really; basically, infantry units are affected by being attacked, ie if some infantry are being shot at a lot with machinegun fire they will become suppressed and pinned (basically, they won't move, fearing doing so will get them killed). I've been bringing up a "flee" idea for quite some time, this sounds like it could be an interesting idea as a hardcoded gameplay feature (ie gadget), taken to more extremes (units breaking altogether and running far, far away)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Auto Skirm widget

Post by Argh »

I don't suppose this thing actually works well enough to be useful, yet?

In fact... I'd welcome this:
This makes me want to turn the KP AI gadget into a widget, spend a little time to ensure it doesn't conflict too much with manually given orders, and maybe even change its unit list to BA unit names!
Let's see it, man. Bring it on. At the very least, it'd be really cool to see a version that auto-micro'd units based on some customParams as to how far they'd move, etc., when in combat.

Now that we have choices whether to allow this stuff to work... there's really no harm in encouraging everybody to push the limits, frankly, so let's see what can be done, in terms of combat sub-AI.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Auto Skirm widget

Post by Gota »

Widgets that control unit behaviors and movement can be improved with experience and add upon..
the more it is used and the more broken things are found about its behavior the better it will get.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Auto Skirm widget

Post by Google_Frog »

I've updated it. Units skirming enemies that they can't target has fixed and now there is a semi-working option to make them not skirm things they can't target. It's now easier to configure with options for skirming when idle, skirming when patrolling/fighting and whether to range check enemies.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Auto Skirm widget

Post by KDR_11k »

BTW, back when the KPAI was triggered by the faction choice instead of the AI setting I've seen a few people use it as an assistant AI for playing.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Auto Skirm widget

Post by zwzsg »

Which makes me realise there is no need to make a widget AI, all that is needed is to add a bot with same ID as you.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Auto Skirm widget

Post by Argh »

Which makes me realise there is no need to make a widget AI, all that is needed is to add a bot with same ID as you.
No... for it to be any good, it needs to be able to work with things and be switchable.

For example, I'd like a "Zipper crazy monkey mode" where I can draw an area and my horde of zippers will randomly horde through it, each taking a different patrol path.

Stuff like that would be useful. Hell, I'd use something like that, it'd be a genuine improvement of the interface, and something that you just cannot possibly do manually. Maybe I'll get to writing one, after I get done with the stuff I'm working on now.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Auto Skirm widget

Post by REVENGE »

Argh wrote:
Which makes me realise there is no need to make a widget AI, all that is needed is to add a bot with same ID as you.
No... for it to be any good, it needs to be able to work with things and be switchable.

For example, I'd like a "Zipper crazy monkey mode" where I can draw an area and my horde of zippers will randomly horde through it, each taking a different patrol path.

Stuff like that would be useful. Hell, I'd use something like that, it'd be a genuine improvement of the interface, and something that you just cannot possibly do manually. Maybe I'll get to writing one, after I get done with the stuff I'm working on now.
ANYTHING that makes Zippers more powerful is a good idea on my list. :P
Post Reply

Return to “Lua Scripts”