Auto Skirm widget
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Auto Skirm widget
I've updated it. Now it works with patroland fight orders. Skirms will try to keep at max range and resume their fight/patrol as normal when done.
@Hacked: I like unit white lists because players are given complete control over which units they want the widget to affect as long as they know where to look up the unit names (Modit) and how to open a lua file.
Is there a way to get actual range in a direction? Currently units which get bonus/penalties to range due to height variation don't take this into account and end up either staying too close or too far away.
@Hacked: I like unit white lists because players are given complete control over which units they want the widget to affect as long as they know where to look up the unit names (Modit) and how to open a lua file.
Is there a way to get actual range in a direction? Currently units which get bonus/penalties to range due to height variation don't take this into account and end up either staying too close or too far away.
- TheFatController
- Balanced Annihilation Developer
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- Joined: 10 Dec 2006, 18:46
Re: Auto Skirm widget
As long as you're comparing lists of static values for ranges you could cut out the square root there by storing a list of all the UnitDefs maxWeaponRangeSquared etc and comparing those instead, not sure if it's even too CPU intensive but that may help if so
Re: Auto Skirm widget
i see the appeal of a whitelist.
if i could i would code in an on/off switch in the built list for units, because its convenient and situations are always different during a game.
i should look back into coding my own lua
good job on a great widget tho ^
if i could i would code in an on/off switch in the built list for units, because its convenient and situations are always different during a game.
i should look back into coding my own lua
good job on a great widget tho ^
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Auto Skirm widget
At least be glad that he's releasing it here publicly instead of keeping it secret for his own nefarious purposes :p
In any case, excellent job, Google. I've always wanted to code something similar to this, but never got around to it. Maybe someday I'll code that rangestate widget...
In any case, excellent job, Google. I've always wanted to code something similar to this, but never got around to it. Maybe someday I'll code that rangestate widget...
Re: Auto Skirm widget
Could you make auto-rocko/strom-missile-dodge widget while you're at it.
I think this widget isn't all that bad couse it doesn't give you much advantage anyway. But I'm kinda scared what comes next, because it looks like we're gonna get out-microed by AI soon, which is sad.
I think this widget isn't all that bad couse it doesn't give you much advantage anyway. But I'm kinda scared what comes next, because it looks like we're gonna get out-microed by AI soon, which is sad.
Re: Auto Skirm widget
yeahh.. and then we gonna take over the rest of the virtual, and after that the real world!! :DWisse wrote:But I'm kinda scared what comes next, because it looks like we're gonna get out-microed by AI soon, which is sad.
aehh.. i mean.... they will.
Re: Auto Skirm widget
trepan thought of that, there's no way for lua to know projectile positions.Wisse wrote:Could you make auto-rocko/strom-missile-dodge widget while you're at it.
- TheFatController
- Balanced Annihilation Developer
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Re: Auto Skirm widget
I think you forget gl.ReadPixels! 

Re: Auto Skirm widget
why not avoid enemies for scout units?..lets automate the entire game..
Itll all be about what unit queue you make..
Itll all be about what unit queue you make..
Re: Auto Skirm widget
First of all, cool widget, i hope no mod includes it by default. Wisse your leet thud comkills are now reproducible using AI!
Or if you can check when the unit fires (again, no need for projectile position), you could dodge only t<T after the shots (T being the flight time). If you can check for unit fire, you could dodge multiple rockos this way.
ah, but it can read enemy positions no? So if we take a 1v1 rocko standoff for instance, you would be alright by taking the distance between the unit and the enemy, calculating how much time it takes for the rocket to cover that distance, and periodically changing direction in less than that amount of time.imbaczek wrote:trepan thought of that, there's no way for lua to know projectile positions.Wisse wrote:Could you make auto-rocko/strom-missile-dodge widget while you're at it.
Or if you can check when the unit fires (again, no need for projectile position), you could dodge only t<T after the shots (T being the flight time). If you can check for unit fire, you could dodge multiple rockos this way.
Re: Auto Skirm widget
If you've played Dark Reign, you know this is a good idea.why not avoid enemies for scout units?
Please do, I really look forward to playing against a challenging AI.lets automate the entire game..
Re: Auto Skirm widget
Just micro your units so they miss their waypoint and start driving in circlesWisse wrote:Could you make auto-rocko/strom-missile-dodge widget while you're at it.

Re: Auto Skirm widget
Well, yeah... there is. Little expensive for that purpose, though, due to the cost of tracking a projectileID, IIRC.there's no way for lua to know projectile positions.
Spring.GetProjectilePosition
( projectileID ) --> px, py, pz
Spring.GetProjectileVelocity
( projectileID ) --> vx, vy, vz
Re: Auto Skirm widget
but does it work in unsynced code? IIRC it doesn't.
Re: Auto Skirm widget
IDK. Then again, I always saw this as something that will eventually get refined and turned into a modular Gadget... or something that we're all going to want to ban from our games. Player aids like this are pretty high on my list of stuff to try and figure out a good way to control for, frankly.
That said, when tested, this wasn't terribly scary yet- it really needs to start the Units in motion earlier, and send them farther away, so that it isn't canceled by Units issuing themselves Orders, and happens soon enough to actually matter.
That said, when tested, this wasn't terribly scary yet- it really needs to start the Units in motion earlier, and send them farther away, so that it isn't canceled by Units issuing themselves Orders, and happens soon enough to actually matter.
Re: Auto Skirm widget
It'll probably work in unsynced gadgets but I doubt it'll accept widgets.imbaczek wrote:but does it work in unsynced code? IIRC it doesn't.
Re: Auto Skirm widget
Could this be rolled into the next version of CA (if it hasn't already been?) please?
Re: Auto Skirm widget
Its already in CA, just enable it.
Re: Auto Skirm widget
Gota wrote:Oh no....
Noruas wrote:WHAT HAVE U DONE THIS IS THE END OF MICRO.
smoth wrote:I sure as fuck will block this.Sheekel wrote:Mod devs have the ability to block the use of certain widgets in their mods, right?
lurker wrote:Now, if it gets developed into a viable skirmish AI that actively targets and monitors the terrain...
TheFatController wrote:It would be great if every new widget release didn't become a discussion about mod lua blocking so people could actually discuss the widget..
Hacked wrote:i don't understand why the most vocal forum users are so scared of lua recently
Wisse wrote:I think this widget isn't all that bad couse it doesn't give you much advantage anyway. But I'm kinda scared what comes next, because it looks like we're gonna get out-microed by AI soon, which is sad.
hoijui wrote:yeahh.. and then we gonna take over the rest of the virtual, and after that the real world!! :D
aehh.. i mean.... they will.
Gota wrote:why not avoid enemies for scout units?..lets automate the entire game..
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!BaNa wrote:First of all, cool widget, i hope no mod includes it by default. Wisse your leet thud comkills are now reproducible using AI!
Also, why hasn't any C++ coder yet changed an AI\Bot-libs\*.dll into a \AI\Helper-libs\*.dll?
No really, it has been litterally years since forumers have prophetised AIs, widgets, and other automations will be the end of all human intelligence in Spring game, so this has been going on for too long, please quit it with the doomsday warnings, let's bring in the apocalypse already and see what happens! Now that I can, I'm really tempted to haste the Day of Reckoning that will judge who's the most clever between AI and average Spring player.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Auto Skirm widget
the 'average' spring player (based on my observations of forum, lobby and game activity) has an IQ just above room temperature (in *C, thats 22-24*C) so it probably wouldn't be too hard zwzsg.