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Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 01:19
by Triaxx2
*growl* Want to know something annoying? If the powersupply in your computer goes out while compiling, it has a likely one in a million chance of corrupting an entire folder? I lost Spring, which was easy to replace. The maps, yanked from an older version. Easy to replace. The AI, annoying to replace because it also corrupted that folder, but also the WD mod. Everything else is replaceable, except WD. I have to redownload that.

How do I get map size? I was just asking for map width and height last time, but it's not working this time around.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 01:45
by Jonanin
...

Your code you posted looks like Visual Basic... doesn't even look remotely like C++.

And using float2? That was a joke question, haha.

I can see we'll never actually get an ai.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 01:51
by aegis
code looked remotely like pseudo code resembling c++ but with incorrect wtf syntax

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 01:59
by BrainDamage
please keep us updated with your AI progresses!

this thread is quickly becoming the best thread that spring ever had <3

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 02:34
by Triaxx2
Ask a joke question, get a joke answer.

I also recall mentioning repeatedly that the last language I understood completely was BASIC. Everything else I have to look up. That's why I have C++ for Dummies.

Anyone know the answer to my question? Or should I wait for someone who's done something AI related?

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 02:41
by aegis
well

you actually didn't say anything about BASIC in this entire thread until now

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 24 Jan 2008, 12:24
by Triaxx2
I didn't? I know I'd mentioned it elsewhere, so I guess I assumed I had here.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 27 Jan 2008, 07:22
by Jonanin
int IAICallback::GetMapWidth()
int IAICallback::GetMapHeight()


If your editing TestGlobalAI, do this->callback->GetAICallback()->GetMapWidth();

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 28 Jan 2008, 12:53
by Triaxx2
Thanks, I've been puttering around in the attack codes.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 28 Jan 2008, 13:30
by AF
Perhaps triaxx it would be more productive if you discussed your AI in more realistic hard code terms such as structures and design patterns rather than using statements like "if presented with x y and z my AI will attempt a b and c, else it will realize it needs to do alpha beta gamma", it's all high concept high logic stuff and it's all floating on a cloud of nothingness.

You can talk about your AIs deign and structure without showing code or giving away secrets, not that there are many ideas you could have devised that haven't already be thought of or experimented with.

Re: Neutral Units

Posted: 09 Feb 2008, 06:51
by Dragon45
AF wrote:If I had to take a guess he's following the old AF strategy of claim hype release claim hype release.
This is the only worthwhile portion of this thread.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 09 Feb 2008, 14:54
by AF
Finally, the recognition I sought after.

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 15 May 2008, 00:13
by synogen
i read this whole thread, and now my face is like this, thanks guys :cry:

Image

Re: Triaxx2's AI (split from: Neutral Units)

Posted: 15 May 2008, 01:32
by AF
omg its an actual picture of him