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Posted: 09 May 2007, 00:10
by smoth
ivory, I have no problem looking at an example if you have one but I have no time to meddle with an ai file. Too much time needed to test gameplay.
yeah, harvesters are definitely doable in spring with lua, I am not sure how efficient it would be though. My concern would be their detection of what ore field they should go and mine.
Posted: 09 May 2007, 00:18
by Peet
And pathing. *shudders*
Posted: 09 May 2007, 00:24
by smoth
not so much..
unit sees a return depot, player clicks to drive to harvest area, unit begins harvesting... loads up... looks for harvest plant.... drives to proximity of harvest plant... lua takes resources, unit paths back to harvest spot. If the harvest spot is now empty it waits for new orders. Lua can issue move commands iirc.
Posted: 09 May 2007, 09:09
by KDR_11k
He's talking about "Oh look, theres resources in the enemy base!".
Posted: 09 May 2007, 09:24
by smoth
it happens :)
Posted: 09 May 2007, 15:42
by Erom
You could define a maximum search distance, that would fix most problems. I'm pretty sure that's how the craft and CnC series games do it - define a radius around the location of the last reclaim order. If there are resources in that radius, go get them, if none are left, wait at the base for a new order.
Posted: 09 May 2007, 17:18
by AF
an area reclaim of radius 10k issued on the position of the harvest depot/silos location would give behaviour as intelligent as the latest CC3 harvesting AI.
Posted: 09 May 2007, 23:55
by rattle
Enemy base, here I come!
Posted: 10 May 2007, 02:37
by smoth
I'd be in your base harvesting your resources
/
imagine cloaked/stealthy harvest units for resource stealing

Posted: 10 May 2007, 08:41
by Zenka
AF wrote:an area reclaim of radius 10k issued on the position of the harvest depot/silos location would give behaviour as intelligent as the latest CC3 harvesting AI.
The truth!