ZcAIn introduced - 0.02
Moderators: hoijui, Moderators
ZcAIn introduced - 0.02
I've done some progress with mine AI:
http://www.fileuniverse.com/?p=showitem&ID=1658
ZcAIn AI
version 0.02
added features
- complete builder handling
- auto rebuild of destroyed buildings
- a little hardcoded ugly script, build a simple base
and take over an hotspot (if you don't attak =) )
bugfix
- killed units doesn't crash the AI anymore
- more robust order and unit handling
- moved some more code to find mexes into the
unit
- moving units goes to their pos
- units does not remain stuck anymore after a
order is completed
known bugs
- save/load of map informations doesn't works
- some orders in the queue are never executed
(notice the three mexes to build on the hot
spot - and that only one is actually built.
concurrency problem?)
______________________________
version 0.01
initial release
current features
- metal handling of any map
- ability to find best metal position in a zone
- ability to find best metal zone in a map
current bug
- does nothing useful, apart a lot of aircrafts and mexes
http://www.fileuniverse.com/?p=showitem&ID=1658
ZcAIn AI
version 0.02
added features
- complete builder handling
- auto rebuild of destroyed buildings
- a little hardcoded ugly script, build a simple base
and take over an hotspot (if you don't attak =) )
bugfix
- killed units doesn't crash the AI anymore
- more robust order and unit handling
- moved some more code to find mexes into the
unit
- moving units goes to their pos
- units does not remain stuck anymore after a
order is completed
known bugs
- save/load of map informations doesn't works
- some orders in the queue are never executed
(notice the three mexes to build on the hot
spot - and that only one is actually built.
concurrency problem?)
______________________________
version 0.01
initial release
current features
- metal handling of any map
- ability to find best metal position in a zone
- ability to find best metal zone in a map
current bug
- does nothing useful, apart a lot of aircrafts and mexes
Cain,
I have tested your AI on several maps, and so far it does nothing at all, the commander just stands there.
Did I install it correctly? I put the main zcain folder into the AI folder, but took out the .dll and put it next to the other .dll's in the global ai folder. The rest of the files are sitting in the zcain folder inside the globalAI folder.
I have tested your AI on several maps, and so far it does nothing at all, the commander just stands there.
Did I install it correctly? I put the main zcain folder into the AI folder, but took out the .dll and put it next to the other .dll's in the global ai folder. The rest of the files are sitting in the zcain folder inside the globalAI folder.
how did you tested it? tha only way to make it do something is to plai with the globalai test script, corrently there are some check that miss for plaing the ai from the lobby. I'll download river jale soon to make some tests. thanks for the reports. however: the install consist only in copiing the dll in the globalai folder. the other files are just the sources of the ai
Oh, ok... yeah I was trying to play it from the multiplayer lobby. I did install it correctly, just didn't play it correcty...cain wrote:how did you tested it? tha only way to make it do something is to plai with the globalai test script, corrently there are some check that miss for plaing the ai from the lobby. I'll download river jale soon to make some tests. thanks for the reports. however: the install consist only in copiing the dll in the globalai folder. the other files are just the sources of the ai

I'll try the other route and see if I have better luck.
WHAIDUIFNNGIUGBNJIN
You havent befuddled your cource code after compiling before you released have you? I see a 1000% accuracy drop in your mex routines when they are itnegrated into NTAI from this version, infact apart from telling me there are no mex positions whatsoever they crash the game everytime I build a mex.
You havent befuddled your cource code after compiling before you released have you? I see a 1000% accuracy drop in your mex routines when they are itnegrated into NTAI from this version, infact apart from telling me there are no mex positions whatsoever they crash the game everytime I build a mex.
AILog.htm simply calls callback->GetMapWidth()/32 or I think thats it. Maybe it's just a co-incidence that you're reading the same log bti voer and over again instead of scrolling down? Or maybe your maps are all 32x32, atm NTAI detects brazillian battlefields as 16x16 I think, if thats wrong I'll tweak it again.
But ncie to know that there is someone else who has an AILog.htm
But ncie to know that there is someone else who has an AILog.htm
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Zaphod wrote:Currently all AI's crash when units are shared or captured, it's simply impossible to detect it.
Oh. So much for "Dead or alive"... Aquiring enemy units is now just "Dead Only." Yar! Kill 'em all! No Bounties for the live ones!
Guess they should include that in another AI interface update then eh?
What about your Spring version? You know the lastest NTAI only works on the lastest Spring. .65b2... Not .65b1 (I know I tried, and I got the brain dead commander too.)Stanky105 wrote: .....weird, it never works for me when loaded in the lobby, the commander just sits there.
lmao, to chekc if a unit has been captured, simply keep a log of all your untis and every now and again do an iterative loop testing each unti by calling the itnerface and asking which side that unit id belongs to then comparing it to what your side is, and if there are any mistmatches then that unit has been captured.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
The crash happened immediately, so I don't think that periodically checking is going to work. Unless by "every now and then" you mean per second. Cause once that plane's paint turned blue the game was through.Alantai Firestar wrote:lmao, to chekc if a unit has been captured, simply keep a log of all your untis and every now and again do an iterative loop testing each unti by calling the itnerface and asking which side that unit id belongs to then comparing it to what your side is, and if there are any mistmatches then that unit has been captured.