[release] Radar Group AI
Moderators: hoijui, Moderators
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
[release] Radar Group AI
Radar AI
http://teake.home.fmf.nl/temp/RadarAI.zip
This group AI does something very basic, yet very usefull: it alerts the players whenever an enemy unit comes into radar / LOS.
Pros:
+ You don't have to keep a constant eye on the minimap for enemy intruders.
+ With any luck, you can get to the enemy intruders before they get to your mexxes :P
Cons:
- It currently broadcasts it message to everyone in the game.
- It gets a bit useless after the initial stages of the game when your base perimeter is better defined.
- It isn't compiled yet :(
The first con can also be a good thing: now the other players also now that you have recieved an alert, making it a bit more fair if your oppenent doesn't have or doesn't use the AI.
The last con is a big bummer: I can't compile it with MinGW so that it runs on the 0.71b1 release (which was probably compiled with Visual Studio, which I don't have). Would someone be so kind to compile it so that it runs on the latest release?
:update:
I've released a patch that updates the functionality of the Radar AI a great deal. Check my post below.
http://teake.home.fmf.nl/temp/RadarAI.zip
This group AI does something very basic, yet very usefull: it alerts the players whenever an enemy unit comes into radar / LOS.
Pros:
+ You don't have to keep a constant eye on the minimap for enemy intruders.
+ With any luck, you can get to the enemy intruders before they get to your mexxes :P
Cons:
- It currently broadcasts it message to everyone in the game.
- It gets a bit useless after the initial stages of the game when your base perimeter is better defined.
- It isn't compiled yet :(
The first con can also be a good thing: now the other players also now that you have recieved an alert, making it a bit more fair if your oppenent doesn't have or doesn't use the AI.
The last con is a big bummer: I can't compile it with MinGW so that it runs on the 0.71b1 release (which was probably compiled with Visual Studio, which I don't have). Would someone be so kind to compile it so that it runs on the latest release?
:update:
I've released a patch that updates the functionality of the Radar AI a great deal. Check my post below.
Last edited by colorblind on 04 Jun 2006, 17:55, edited 1 time in total.
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
It doesn't spam; it uses an interval of at least 320 frames between messages, and it reports groups of enemy units at once: e.g. "10 enemy units have entered radars/LOS".submarine wrote:lol i would refuse to play with someone spamming me with messages
You can perhaps draw lines on the map, but I don't think that would attract enough attention of the player. And sure, go ahead and include it (with name and reference) in XE8.1, but be a good sport and compile it first for me :P.AF wrote:I'll take a look at the source and see if I can bring up a solution that doesnt require console messages.
Would you mind if I packaged this with XE8.1?
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Radar AI update
I thought it was time to pimp up my Radar AI, and so I did. The patch is here:
http://teake.home.fmf.nl/temp/RadarAI_update.patch
This does the following:
http://teake.home.fmf.nl/temp/RadarAI_update.patch
This does the following:
- You can now press F3 which will take you to the location of the enemy unit that has tresspassed your LOS / radar.
- It also adds a notification on the minimap.
- I had to change the AI interface a bit to allow for the above functionality. I added the functions SetLastMsgPos and AddNotification, I hope jcnossen doesn't mind ...